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| author | Adrie <[email protected]> | 2020-07-30 03:51:58 -0700 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-07-30 12:51:58 +0200 |
| commit | 3c095f9d3404af68bc95ccfdea91d78ab4844971 (patch) | |
| tree | f33a2012cc9b8b295fe615a9a630e01cf6dff789 /examples/shaders | |
| parent | 1d895616f7cda6779b6e9163099cbdf828759409 (diff) | |
| download | raylib-3c095f9d3404af68bc95ccfdea91d78ab4844971.tar.gz raylib-3c095f9d3404af68bc95ccfdea91d78ab4844971.zip | |
Fix color of ambient light (#1330)
Diffstat (limited to 'examples/shaders')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/lighting.fs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/lighting.fs b/examples/shaders/resources/shaders/glsl330/lighting.fs index 33fa8f9a..6877c1c7 100644 --- a/examples/shaders/resources/shaders/glsl330/lighting.fs +++ b/examples/shaders/resources/shaders/glsl330/lighting.fs @@ -75,7 +75,7 @@ void main() } finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); - finalColor += texelColor*(ambient/10.0); + finalColor += texelColor*(ambient/10.0)*colDiffuse; // Gamma correction finalColor = pow(finalColor, vec4(1.0/2.2)); |
