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missing PI division on vertex shader

Juan Linietsky 8 years ago
parent
commit
66987d6878
1 changed files with 2 additions and 1 deletions
  1. 2 1
      drivers/gles3/shaders/scene.glsl

+ 2 - 1
drivers/gles3/shaders/scene.glsl

@@ -1,5 +1,6 @@
 [vertex]
 [vertex]
 
 
+#define M_PI 3.14159265359
 
 
 /*
 /*
 from VisualServer:
 from VisualServer:
@@ -166,7 +167,7 @@ out vec4 specular_light_interp;
 void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) {
 void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) {
 
 
 	float dotNL = max(dot(N,L), 0.0 );
 	float dotNL = max(dot(N,L), 0.0 );
-	diffuse += dotNL * light_color;
+	diffuse += dotNL * light_color / M_PI;
 
 
 	if (roughness > 0.0) {
 	if (roughness > 0.0) {