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authorLLLL Colonq <llll@colonq>2024-04-26 14:26:22 -0400
committerLLLL Colonq <llll@colonq>2024-04-26 14:26:22 -0400
commitef27fca1e1041f8eb298d0dab6eed876786b2026 (patch)
treee52cc1552cfe982a881505f08fc74f8d0cab40cf /src/assets/shaders/common
parentd2f9bfeba00018a1109949eed5a2434a040881fe (diff)
Fix lighting, various toggles
Diffstat (limited to 'src/assets/shaders/common')
-rw-r--r--src/assets/shaders/common/frag.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/assets/shaders/common/frag.glsl b/src/assets/shaders/common/frag.glsl
index a3123fd..26d63fa 100644
--- a/src/assets/shaders/common/frag.glsl
+++ b/src/assets/shaders/common/frag.glsl
@@ -86,7 +86,8 @@ vec3 point_light(vec3 normal, const int idx) {
vec3 reflect_dir = reflect(-normalize(light_vector), normalize(normal.xyz));
float specular = pow(max(dot(view_dir, reflect_dir), 0.0), 32.0);
vec3 specular_light = 0.5 * specular * color;
- return (directional_light + specular_light) * attenuation;
+ // return (directional_light + specular_light) * attenuation;
+ return directional_light * attenuation;
}
vec3 point_light_billboard(const int idx) {