Partially undo #11807.

Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
This commit is contained in:
Ferenc Arn 2017-10-22 16:18:54 -04:00
parent acaaf2e440
commit fd166d6fda

View file

@ -169,7 +169,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino
float dotNL = max(dot(N,L), 0.0 );
diffuse += dotNL * light_color / M_PI;
if (roughness < 1.0) {
if (roughness > 0.0) {
vec3 H = normalize(V + L);
float dotNH = max(dot(N,H), 0.0 );
@ -1034,7 +1034,7 @@ LIGHT_SHADER_CODE
}
if (roughness < 1.0) {
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
// D