FIx the scattering ambient lighting diffuse which was too dark (got divided by PI) comparedd to non scattering

This commit is contained in:
Sam Gateau 2018-01-27 08:48:19 -08:00
parent 00773b4b12
commit 3d9985fa67

View file

@ -99,7 +99,6 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
// Diffuse from ambient
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
diffuse /= 3.1415926;
specular = vec3(0.0);
}
<@endif@>