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@@ -912,6 +912,8 @@ void main() {
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specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
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#endif //USE_RADIANCE_CUBEMAP_ARRAY
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+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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+ specular_light *= horizon * horizon;
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specular_light *= scene_data.ambient_light_color_energy.a;
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}
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