Fix in texture.frag
@@ -10,6 +10,6 @@ void main()
{
float c = texture(tex, posWorld.xy).r;
vec3 V = normalize(cameraPosition - posWorld);
- float l = 0.5 + 0.5 * clamp(dot(V, vec3(0, 1, 0)), 0, 1);
+ float l = 0.5 + 0.5 * dot(V, vec3(0, 1, 0));
fragmentColor = vec4(c * l, c * l, c * l, 1.0f);
}
