diff --git a/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index 5a95064b6..eab364cd5 100644 --- a/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -202,7 +202,7 @@ void main() float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness; vec3 lightColorOut = lightMapParams.rgb * lightColor.rgb; -vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) ); + vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) ); // TODO: This needs to be removed when lightmapping is disabled // as its extra work per-pixel on dynamic lit scenes.