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-rw-r--r--res/effectlib/diffuseReflectionBSDF.glsllib6
1 files changed, 3 insertions, 3 deletions
diff --git a/res/effectlib/diffuseReflectionBSDF.glsllib b/res/effectlib/diffuseReflectionBSDF.glsllib
index 9a66aef..a98509d 100644
--- a/res/effectlib/diffuseReflectionBSDF.glsllib
+++ b/res/effectlib/diffuseReflectionBSDF.glsllib
@@ -35,14 +35,14 @@ vec4 lambertReflectionBSDF( in vec3 N, in vec3 L, in vec3 lightDiffuse )
{
// If we're not going to use the roughness on the diffuse, there's no point
// in wasting the cycles for the branching.
- float cosThetaI = max( 0.0f, dot( N, L ) );
- return vec4( cosThetaI * lightDiffuse, 1.0f );
+ float cosThetaI = max( 0.0, dot( N, L ) );
+ return vec4( cosThetaI * lightDiffuse, 1.0 );
}
vec4 diffuseReflectionBSDFEnvironment( in vec3 N, in float roughness )
{
- return( vec4( 0.0f, 0.0f, 0.0f, 1.0f ) );
+ return( vec4( 0.0, 0.0, 0.0, 1.0 ) );
}
// RNM radiosity normal maps