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Multiply vertex lit DirectionalLights by albedo in GLES3

clayjohn 4 年之前
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c29ade28af
共有 1 个文件被更改,包括 5 次插入4 次删除
  1. 5 4
      drivers/gles3/shaders/scene.glsl

+ 5 - 4
drivers/gles3/shaders/scene.glsl

@@ -2159,12 +2159,13 @@ FRAGMENT_SHADER_CODE
 
 
 #endif //#USE_LIGHT_DIRECTIONAL
 #endif //#USE_LIGHT_DIRECTIONAL
 
 
-#ifdef USE_FORWARD_LIGHTING
-
 #ifdef USE_VERTEX_LIGHTING
 #ifdef USE_VERTEX_LIGHTING
-
 	diffuse_light *= albedo;
 	diffuse_light *= albedo;
-#else
+#endif
+
+#ifdef USE_FORWARD_LIGHTING
+
+#ifndef USE_VERTEX_LIGHTING
 
 
 	for (int i = 0; i < omni_light_count; i++) {
 	for (int i = 0; i < omni_light_count; i++) {
 		light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);
 		light_process_omni(omni_light_indices[i], vertex, eye_vec, normal, binormal, tangent, albedo, transmission, roughness, metallic, specular, rim, rim_tint, clearcoat, clearcoat_gloss, anisotropy, specular_blob_intensity, diffuse_light, specular_light, alpha);