@@ -55,5 +55,5 @@ void main()
}
- out_color = (outCol * 4.0 * PI) / weight;
+ out_color = outCol / weight;
@@ -86,7 +86,7 @@ void main()
float lambert = nol;
#if defined(POINT_LIGHT)
- out_color = (specC + diffC) * (att * lambert);
+ out_color = (specC + diffC) * (att * max(lambert, gbuffer.subsurface));
#else
float spot =
computeSpotFactor(l, u_light.diffuseColorOuterCos.w, u_light.specularColorInnerCos.w, u_light.lightDirPad1.xyz);