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remove unecassary clamp in fragment shader

This commit is contained in:
Cody Glassman 2025-05-07 18:19:21 -07:00
parent 055cc35208
commit 500d873136

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@ -222,7 +222,6 @@ vec2 screenCoords = gl_FragCoord.xy / screenRes;
vec3 lighting, specular; vec3 lighting, specular;
#if !PER_PIXEL_LIGHTING #if !PER_PIXEL_LIGHTING
lighting = passDiffuseLighting * diffuseColor.xyz + passLighting; lighting = passDiffuseLighting * diffuseColor.xyz + passLighting;
clampLightingResult(lighting);
lighting += shadowDiffuseLighting * diffuseColor.xyz * shadowing; lighting += shadowDiffuseLighting * diffuseColor.xyz * shadowing;
specular = passSpecular + shadowSpecularLighting * shadowing; specular = passSpecular + shadowSpecularLighting * shadowing;
#else #else