Partially undo #11807.
Specular light at zero roughness needs some discussion. Until we do that, this fixes #12309.
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@ -169,7 +169,7 @@ void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color, float roughness, ino
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float dotNL = max(dot(N,L), 0.0 );
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diffuse += dotNL * light_color / M_PI;
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if (roughness < 1.0) {
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if (roughness > 0.0) {
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vec3 H = normalize(V + L);
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float dotNH = max(dot(N,H), 0.0 );
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@ -1034,7 +1034,7 @@ LIGHT_SHADER_CODE
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}
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if (roughness < 1.0) {
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if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
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// D
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