From 137b81338f96772aed252b59b2ed4ad8a60ecdb4 Mon Sep 17 00:00:00 2001 From: Pokechu22 Date: Sun, 27 Feb 2022 12:50:24 -0800 Subject: [PATCH] Remove front-facing check for specular lights This is basically a copy of the diffusefunc; it doesn't make sense for it to be implemented in both places (though I haven't confirmed that it isn't) --- Source/Core/VideoCommon/LightingShaderGen.cpp | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/Source/Core/VideoCommon/LightingShaderGen.cpp b/Source/Core/VideoCommon/LightingShaderGen.cpp index 906907bb04..130fc27e31 100644 --- a/Source/Core/VideoCommon/LightingShaderGen.cpp +++ b/Source/Core/VideoCommon/LightingShaderGen.cpp @@ -41,15 +41,12 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d break; case AttenuationFunc::Spec: object.Write(" float cosine = 0.0;\n" - " // Ensure that the object is facing the light\n" - " if (dot(_normal, ldir) >= 0.0) {{\n" - " // Compute the cosine of the angle between the object normal\n" - " // and the half-angle direction for the viewer\n" - " // (assuming the half-angle direction is a unit vector)\n" - " cosine = max(0.0, dot(_normal, " LIGHT_DIR ".xyz));\n", + " // Compute the cosine of the angle between the object normal\n" + " // and the half-angle direction for the viewer\n" + " // (assuming the half-angle direction is a unit vector)\n" + " cosine = max(0.0, dot(_normal, " LIGHT_DIR ".xyz));\n", LIGHT_DIR_PARAMS(index)); - object.Write(" }}\n" - " // Specular lights use the angle for the denominator as well\n" + object.Write(" // Specular lights use the angle for the denominator as well\n" " dist = cosine;\n" " dist2 = dist * dist;\n"); break;