- Specular branch compile fix for light early-out check

This commit is contained in:
Magnus Norddahl 2017-08-08 23:31:43 +02:00
parent c696e95ff2
commit a20ac670dc

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@ -240,7 +240,7 @@ float blinnSpecularContribution(float diffuseContribution, vec3 lightDirection,
vec2 pointLightAttenuation(vec4 lightpos, float lightcolorA)
{
float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
if (attenuation == 0.0) return 0.0;
if (attenuation == 0.0) return vec2(0.0);
#ifdef SUPPORTS_SHADOWMAPS
float shadowIndex = abs(lightcolorA) - 1.0;
attenuation *= shadowmapAttenuation(lightpos, shadowIndex);