|
@@ -1345,7 +1345,7 @@ void main() {
|
|
|
#endif
|
|
|
blur_shadow(shadow);
|
|
|
|
|
|
- light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
|
|
|
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
|
|
|
#ifdef LIGHT_BACKLIGHT_USED
|
|
|
backlight,
|
|
|
#endif
|
|
@@ -1358,7 +1358,7 @@ void main() {
|
|
|
#endif
|
|
|
*/
|
|
|
#ifdef LIGHT_RIM_USED
|
|
|
- rim, rim_tint, albedo,
|
|
|
+ rim, rim_tint,
|
|
|
#endif
|
|
|
#ifdef LIGHT_CLEARCOAT_USED
|
|
|
clearcoat, clearcoat_gloss,
|
|
@@ -1368,9 +1368,6 @@ void main() {
|
|
|
#endif
|
|
|
#ifdef USE_SOFT_SHADOW
|
|
|
directional_lights.data[i].size,
|
|
|
-#endif
|
|
|
-#ifdef USE_SHADOW_TO_OPACITY
|
|
|
- alpha,
|
|
|
#endif
|
|
|
diffuse_light,
|
|
|
specular_light);
|