Fix shader compilation with render_mode: specular_phong

This commit is contained in:
Yuri Roubinsky 2021-06-08 17:39:41 +03:00
parent c994f754ee
commit 5d5400a3b1

View file

@ -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));