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Merge pull request #12274 from samcake/flash
FIxing the dark ambient lighting on scattering surface
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1 changed files with 3 additions and 1 deletions
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@ -99,7 +99,9 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
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// Diffuse from ambient
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diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
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specular = vec3(0.0);
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// Scattering ambient specular is the same as non scattering for now
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// TODO: we should use the same specular answer as for direct lighting
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}
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<@endif@>
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