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@@ -22,8 +22,6 @@ void lighting(vec3 normalVector, vec3 lightDirection, float attenuation)
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// Diffuse
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float ddot = dot(normalVector, lightDirection);
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- if (ddot < 0)
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- ddot = abs(ddot) * 0.5f; // simulate light bounce at half intensity
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float diffuseIntensity = attenuation * ddot;
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diffuseIntensity = max(0.0, diffuseIntensity);
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_diffuseColor = u_lightColor * _baseColor.rgb * diffuseIntensity;
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