|
@@ -169,7 +169,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino
|
|
|
float dotNL = max(dot(N,L), 0.0 );
|
|
|
diffuse += dotNL * light_color / M_PI;
|
|
|
|
|
|
- if (roughness < 1.0) {
|
|
|
+ if (roughness > 0.0) {
|
|
|
|
|
|
vec3 H = normalize(V + L);
|
|
|
float dotNH = max(dot(N,H), 0.0 );
|
|
@@ -1034,7 +1034,7 @@ LIGHT_SHADER_CODE
|
|
|
}
|
|
|
|
|
|
|
|
|
- if (roughness < 1.0) {
|
|
|
+ if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
|
|
|
|
|
|
|
|
|
// D
|