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@@ -1814,25 +1814,6 @@ FRAGMENT_SHADER_CODE
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specular_blob_intensity *= specular * 2.0;
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#endif
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-#ifdef USE_FORWARD_LIGHTING
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-
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- highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
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- highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
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- for (int i = 0; i < reflection_count; i++) {
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- reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
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- }
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-
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- if (reflection_accum.a > 0.0) {
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- specular_light += reflection_accum.rgb / reflection_accum.a;
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- } else {
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- specular_light += env_reflection_light;
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- }
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-#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
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- if (ambient_accum.a > 0.0) {
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- ambient_light = ambient_accum.rgb / ambient_accum.a;
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- }
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-#endif
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-
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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// Environment brdf approximation (Lazarov 2013)
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@@ -2038,6 +2019,25 @@ FRAGMENT_SHADER_CODE
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}
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#endif
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+#ifdef USE_FORWARD_LIGHTING
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+
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+ highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
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+ highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
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+ for (int i = 0; i < reflection_count; i++) {
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+ reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
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+ }
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+
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+ if (reflection_accum.a > 0.0) {
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+ specular_light += reflection_accum.rgb / reflection_accum.a;
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+ } else {
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+ specular_light += env_reflection_light;
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+ }
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+#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
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+ if (ambient_accum.a > 0.0) {
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+ ambient_light = ambient_accum.rgb / ambient_accum.a;
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+ }
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+#endif
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+
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#ifdef USE_VERTEX_LIGHTING
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diffuse_light *= albedo;
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