@@ -30,8 +30,6 @@ void lighting(vec3 normalVector, vec3 cameraDirection, vec3 lightDirection, floa
// Diffuse
float ddot = abs(dot(normalVector, lightDirection));
- if (ddot < 0)
- ddot = abs(ddot) * 0.25f; // simulate light bounce at partial intensity
float diffuseIntensity = attenuation * ddot;
diffuseIntensity = max(0.0, diffuseIntensity);
_diffuseColor = u_lightColor * _baseColor.rgb * diffuseIntensity;
@@ -26,8 +26,6 @@ void lighting(vec3 normalVector, vec3 cameraDirection, vec3 lightDirection, floa
float ddot = dot(normalVector, lightDirection);