diff --git a/libraries/render-utils/src/LightAmbient.slh b/libraries/render-utils/src/LightAmbient.slh index 097b4f4335..acd30d527d 100644 --- a/libraries/render-utils/src/LightAmbient.slh +++ b/libraries/render-utils/src/LightAmbient.slh @@ -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@>