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| author | Juan Linietsky <reduzio@gmail.com> | 2017-12-06 14:30:10 -0300 |
|---|---|---|
| committer | Juan Linietsky <reduzio@gmail.com> | 2017-12-06 14:30:49 -0300 |
| commit | e8494f7ab710501790dcfdb2e86683fc3b9c5a15 (patch) | |
| tree | d29f25cf458b5059eff0b7b695df17afc3f1273e /drivers | |
| parent | a8ae46e1431a25ced8565db39e44e068b8815c21 (diff) | |
| download | redot-engine-e8494f7ab710501790dcfdb2e86683fc3b9c5a15.tar.gz | |
Fixed rim lighting glitch, closes #13340, closes #13986
Diffstat (limited to 'drivers')
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 79b989be4a..676541649c 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1030,7 +1030,7 @@ LIGHT_SHADER_CODE #if defined(LIGHT_USE_RIM) - float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0); + float rim_light = pow(max(0.0,1.0-cNdotV), max(0.0,(1.0-roughness)*16.0)); diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; #endif } |
