|
@@ -84,8 +84,6 @@ uniform highp mat4 world_transform;
|
|
|
|
|
|
uniform highp float time;
|
|
|
|
|
|
-
|
|
|
-
|
|
|
#ifdef RENDER_DEPTH
|
|
|
uniform float light_bias;
|
|
|
uniform float light_normal_bias;
|
|
@@ -1121,7 +1119,7 @@ LIGHT_SHADER_CODE
|
|
|
float NdotL = dot(N, L);
|
|
|
float cNdotL = max(NdotL, 0.0); // clamped NdotL
|
|
|
float NdotV = dot(N, V);
|
|
|
- float cNdotV = max(NdotV, 0.0);
|
|
|
+ float cNdotV = max(abs(NdotV), 1e-6);
|
|
|
|
|
|
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
|
|
|
vec3 H = normalize(V + L);
|