diff --git a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl index 886c00823..70b449b13 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl @@ -297,7 +297,7 @@ float4 main(PFXVertToPix IN) : SV_TARGET //apply brdf //Do it once to save on texture samples float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV, 0.0, 0.0)).xy; - specular *= brdf.x * F + brdf.y; + specular *= (brdf.x + brdf.y)* F; //final diffuse color float3 diffuse = kD * irradiance * surface.baseColor.rgb;