fix lighting bug introduced in clear color changes
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1 changed files with 19 additions and 19 deletions
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@ -1814,25 +1814,6 @@ FRAGMENT_SHADER_CODE
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specular_blob_intensity *= specular * 2.0;
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#endif
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#ifdef USE_FORWARD_LIGHTING
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highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
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highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < reflection_count; i++) {
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reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
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}
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if (reflection_accum.a > 0.0) {
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specular_light += reflection_accum.rgb / reflection_accum.a;
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} else {
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specular_light += env_reflection_light;
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}
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#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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#endif
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// scales the specular reflections, needs to be be computed before lighting happens,
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// but after environment and reflection probes are added
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// Environment brdf approximation (Lazarov 2013)
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@ -2038,6 +2019,25 @@ FRAGMENT_SHADER_CODE
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}
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#endif
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#ifdef USE_FORWARD_LIGHTING
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highp vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
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highp vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < reflection_count; i++) {
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reflection_process(reflection_indices[i], vertex, normal, binormal, tangent, roughness, anisotropy, ambient_light, env_reflection_light, reflection_accum, ambient_accum);
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}
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if (reflection_accum.a > 0.0) {
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specular_light += reflection_accum.rgb / reflection_accum.a;
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} else {
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specular_light += env_reflection_light;
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}
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#if !defined(USE_LIGHTMAP) && !defined(USE_LIGHTMAP_CAPTURE)
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if (ambient_accum.a > 0.0) {
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ambient_light = ambient_accum.rgb / ambient_accum.a;
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}
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#endif
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#ifdef USE_VERTEX_LIGHTING
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diffuse_light *= albedo;
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