From 965fbce9d41d74f1baf72edb0e8075a9668310e5 Mon Sep 17 00:00:00 2001 From: Jason Neufeld Date: Fri, 14 Jan 2022 13:09:30 -0800 Subject: [PATCH] Fixes shader compile due to undefined 'diffuse_color' variable with Oren Nayer + Vertex Lighting (cherry picked from commit 36c3b87883ecf4d7e8d2adcfc01e4c9cc476e44a) --- drivers/gles3/shaders/scene.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index c8350b7575d..3ff45d2af91 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -204,7 +204,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float roughness, in float t = mix(1.0, max(NdotL, NdotV), step(0.0, s)); float sigma2 = roughness * roughness; // TODO: this needs checking - vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13)); + vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse / (sigma2 + 0.13)); float B = 0.45 * sigma2 / (sigma2 + 0.09); diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);