From 5d5400a3b1ff7d5dbf06c959aedf5e99d985ba7d Mon Sep 17 00:00:00 2001 From: Yuri Roubinsky Date: Tue, 8 Jun 2021 17:39:41 +0300 Subject: [PATCH] Fix shader compilation with render_mode: `specular_phong` --- .../renderer_rd/shaders/scene_forward_lights_inc.glsl | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 14bad7dc06b..709ea45b888 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -238,7 +238,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, #elif defined(SPECULAR_PHONG) vec3 R = normalize(-reflect(L, N)); +#ifdef USE_SOFT_SHADOWS float cRdotV = clamp(A + dot(R, V), 0.0, 1.0); +#else + float cRdotV = clamp(dot(R, V), 0.0, 1.0); +#endif float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float phong = pow(cRdotV, shininess); phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));