diff --git a/assets/voxygen/shaders/include/light.glsl b/assets/voxygen/shaders/include/light.glsl index e30c1fc052..8c64bd037d 100644 --- a/assets/voxygen/shaders/include/light.glsl +++ b/assets/voxygen/shaders/include/light.glsl @@ -184,7 +184,8 @@ float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, ve #if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 is_direct = true; #endif - vec3 direct_light = PI * color * strength * square_factor * light_reflection_factor(/*direct_norm_dir*/wnorm, /*cam_to_frag*/view_dir, direct_light_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting); + vec3 lrf = light_reflection_factor(/*direct_norm_dir*/wnorm, /*cam_to_frag*/view_dir, direct_light_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting); + vec3 direct_light = PI * color * strength * square_factor * pow(lrf, vec3(0.5)); // TODO: Don't use ^0.5, it's non-physical but helps with hill climbing float computed_shadow = ShadowCalculationPoint(i, -difference, wnorm, wpos/*, light_distance*/); // directed_light += is_direct ? max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light * square_factor : vec3(0.0); #ifdef FIGURE_SHADER diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 4f4c9c8deb..c048dc16c1 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -28,7 +28,7 @@ use anim::{ use common::{ comp::{ inventory::slot::EquipSlot, - item::{Hands, ItemKind, ToolKind}, + item::{ItemKind, ToolKind}, Body, CharacterState, Controller, Health, Inventory, Item, Last, LightAnimation, LightEmitter, Ori, PhysicsState, PoiseState, Pos, Scale, Vel, },