missing PI division on vertex shader

This commit is contained in:
Juan Linietsky 2017-10-02 09:09:22 -03:00
parent cf17b081f1
commit 66987d6878

View file

@ -1,5 +1,6 @@
[vertex] [vertex]
#define M_PI 3.14159265359
/* /*
from VisualServer: from VisualServer:
@ -166,7 +167,7 @@ out vec4 specular_light_interp;
void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) { void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) {
float dotNL = max(dot(N,L), 0.0 ); float dotNL = max(dot(N,L), 0.0 );
diffuse += dotNL * light_color; diffuse += dotNL * light_color / M_PI;
if (roughness > 0.0) { if (roughness > 0.0) {