Fix gles3 shader to actually multiply specular light by rev_amount for fog calculations.

(cherry picked from commit f39d14dd61)
This commit is contained in:
Dominique LaSalle 2018-10-22 21:09:34 -07:00 committed by Rémi Verschelde
parent 07c85d3cdf
commit a142f89540

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@ -2108,9 +2108,8 @@ FRAGMENT_SHADER_CODE
emission = emission * rev_amount + fog_color * fog_amount; emission = emission * rev_amount + fog_color * fog_amount;
ambient_light *= rev_amount; ambient_light *= rev_amount;
specular_light*rev_amount; specular_light *= rev_amount;
diffuse_light *= rev_amount; diffuse_light *= rev_amount;
} }
#ifdef USE_MULTIPLE_RENDER_TARGETS #ifdef USE_MULTIPLE_RENDER_TARGETS