diff --git a/libraries/model/src/model/Light.cpp b/libraries/model/src/model/Light.cpp index 003a05eb2f..9616ed2106 100755 --- a/libraries/model/src/model/Light.cpp +++ b/libraries/model/src/model/Light.cpp @@ -94,4 +94,4 @@ void Light::setShowContour(float show) { show = 0.0f; } editSchema()._control.w = show; -} \ No newline at end of file +} diff --git a/libraries/render-utils/src/DeferredLighting.slh b/libraries/render-utils/src/DeferredLighting.slh index 73792f67ac..bb37a9e3e8 100755 --- a/libraries/render-utils/src/DeferredLighting.slh +++ b/libraries/render-utils/src/DeferredLighting.slh @@ -22,7 +22,7 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 sp vec3 halfDir = normalize(fragEyeDir + fragLightDir); // float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0); - float specularPower = pow(facingLight * max(0.0, dot(halfDir, fragNormal)), gloss * 128.0); + float specularPower = pow(max(0.0, dot(halfDir, fragNormal)), gloss * 128.0); specularPower *= (gloss * 128.0 * 0.125 + 0.25); float shlickPower = (1.0 - dot(fragLightDir,halfDir)); @@ -51,11 +51,11 @@ vec4 evalBlinnShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 vec4 evalFragShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 specular, float gloss) { - /* if (gl_FragCoord.x > 1000) { + /*if (gl_FragCoord.x > 1000) { return evalBlinnShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss); - } else { */ + } else {*/ return evalPBRShading(fragNormal, fragLightDir, fragEyeDir, specular, gloss); - // } + //} } <@endif@>