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
1 changed files with 3 additions and 4 deletions

View File

@ -2107,10 +2107,9 @@ FRAGMENT_SHADER_CODE
emission = emission * rev_amount + fog_color * fog_amount;
ambient_light*=rev_amount;
specular_light*rev_amount;
diffuse_light*=rev_amount;
ambient_light *= rev_amount;
specular_light *= rev_amount;
diffuse_light *= rev_amount;
}
#ifdef USE_MULTIPLE_RENDER_TARGETS