Fixed black artifacts on SpatialMaterial [GLES2]

This commit is contained in:
David Sichma 2018-11-24 16:06:39 +01:00
parent 8348aca118
commit 1a7d1d88f8

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@ -84,8 +84,6 @@ uniform highp mat4 world_transform;
uniform highp float time; uniform highp float time;
#ifdef RENDER_DEPTH #ifdef RENDER_DEPTH
uniform float light_bias; uniform float light_bias;
uniform float light_normal_bias; uniform float light_normal_bias;
@ -1121,7 +1119,7 @@ LIGHT_SHADER_CODE
float NdotL = dot(N, L); float NdotL = dot(N, L);
float cNdotL = max(NdotL, 0.0); // clamped NdotL float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V); float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0); float cNdotV = max(abs(NdotV), 1e-6);
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT) #if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
vec3 H = normalize(V + L); vec3 H = normalize(V + L);