Eevee: Add Lamp Specular multiplier.
[blender.git] / source / blender / draw / engines / eevee / shaders / lit_surface_frag.glsl
index cc66b477da0292455c587c6b156533f07c39314d..88fde8929cbc92cc412865049130bbd02892a6ee 100644 (file)
@@ -200,11 +200,11 @@ void CLOSURE_NAME(
        #endif
 
        #ifdef CLOSURE_GLOSSY
-               out_spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
+               out_spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu * ld.l_spec;
        #endif
 
        #ifdef CLOSURE_CLEARCOAT
-               out_spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu;
+               out_spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu * ld.l_spec;
        #endif
 
 #else /* HAIR_SHADER */
@@ -218,11 +218,11 @@ void CLOSURE_NAME(
        #endif
 
        #ifdef CLOSURE_GLOSSY
-               out_spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
+               out_spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0) * ld.l_spec;
        #endif
 
        #ifdef CLOSURE_CLEARCOAT
-               out_spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity;
+               out_spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity * ld.l_spec;
        #endif
 
 #endif /* HAIR_SHADER */