Merge pull request #12274 from samcake/flash

FIxing the dark ambient lighting on scattering surface
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John Conklin II 2018-01-31 15:32:29 -08:00 committed by GitHub
commit fd92ef226a
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@ -99,7 +99,9 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
// Diffuse from ambient
diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
specular = vec3(0.0);
// Scattering ambient specular is the same as non scattering for now
// TODO: we should use the same specular answer as for direct lighting
}
<@endif@>