mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 04:06:14 +00:00
Fix shader compilation with render_mode: specular_phong
This commit is contained in:
parent
c994f754ee
commit
5d5400a3b1
@ -238,7 +238,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
|
||||
#elif defined(SPECULAR_PHONG)
|
||||
|
||||
vec3 R = normalize(-reflect(L, N));
|
||||
#ifdef USE_SOFT_SHADOWS
|
||||
float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
|
||||
#else
|
||||
float cRdotV = clamp(dot(R, V), 0.0, 1.0);
|
||||
#endif
|
||||
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
|
||||
float phong = pow(cRdotV, shininess);
|
||||
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
|
Loading…
Reference in New Issue
Block a user