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path: root/src/renderergl2/glsl/lightall_fp.glsl
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Diffstat (limited to 'src/renderergl2/glsl/lightall_fp.glsl')
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index 8edbebda..f16298a3 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -292,7 +292,7 @@ void main()
float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
// surfaces not facing the light are always shadowed
- shadowValue *= clamp(dot(var_Normal.xyz, var_PrimaryLightDir.xyz), 0.0, 1.0);
+ shadowValue *= clamp(dot(N, var_PrimaryLightDir.xyz), 0.0, 1.0);
#if defined(SHADOWMAP_MODULATE)
lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
@@ -330,7 +330,7 @@ void main()
#if defined(USE_PBR)
// diffuse rgb is base color
- // specular red is smoothness
+ // specular red is gloss
// specular green is metallicness
float gloss = specular.r;
specular.rgb = specular.g * diffuse.rgb + vec3(0.04 - 0.04 * specular.g);