From 221475d7d9097b8c097656e57f4f5d1b567c568b Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Sat, 27 Jan 2018 10:37:32 -0800 Subject: [PATCH] FIxing the dark ambient lighting on scattering surface --- libraries/render-utils/src/LightAmbient.slh | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/libraries/render-utils/src/LightAmbient.slh b/libraries/render-utils/src/LightAmbient.slh index eb565d60e4..acd30d527d 100644 --- a/libraries/render-utils/src/LightAmbient.slh +++ b/libraries/render-utils/src/LightAmbient.slh @@ -99,8 +99,9 @@ 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); + + // Scattering ambient specular is the same as non scattering for now + // TODO: we should use the same specular answer as for direct lighting } <@endif@>