diff --git a/libraries/render-utils/src/DeferredGlobalLight.slh b/libraries/render-utils/src/DeferredGlobalLight.slh index 16cd272da5..983b8002f7 100755 --- a/libraries/render-utils/src/DeferredGlobalLight.slh +++ b/libraries/render-utils/src/DeferredGlobalLight.slh @@ -148,7 +148,6 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, vec3 normal, const float PERPENDICULAR_THRESHOLD = -0.005; float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot); //float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot); - // evaluate the shadow test but only relevant for light facing fragments float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation; // diffuse light is the lightmap dimmed by shadow