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Fix gles3 shader to actually multiply specular light by rev_amount for fog calculations.

Dominique LaSalle %!s(int64=6) %!d(string=hai) anos
pai
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f39d14dd61
Modificáronse 1 ficheiros con 1 adicións e 1 borrados
  1. 1 1
      drivers/gles3/shaders/scene.glsl

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

@@ -2053,7 +2053,7 @@ FRAGMENT_SHADER_CODE
 
 		emission = emission * rev_amount + fog_color * fog_amount;
 		ambient_light *= rev_amount;
-		specular_light *rev_amount;
+		specular_light *= rev_amount;
 		diffuse_light *= rev_amount;
 	}