diff --git a/WickedEngine/shaders/lightingHF.hlsli b/WickedEngine/shaders/lightingHF.hlsli index 11bc0fe9c..a086d504f 100644 --- a/WickedEngine/shaders/lightingHF.hlsli +++ b/WickedEngine/shaders/lightingHF.hlsli @@ -521,7 +521,7 @@ inline void light_rect(in ShaderEntity light, in Surface surface, inout Lighting Lunnormalized = specular_rect - surface.P; L = normalize(Lunnormalized); surface_to_light.create(surface, L); // recompute all surface-light vectors - lighting.direct.specular = mad(light_color_specular, saturate(BRDF_GetSpecular(surface, surface_to_light)), lighting.direct.specular); // saturated BRDF_GetSpecular, otherwise the video reflection will be overly bright! + lighting.direct.specular = mad(light_color_specular, BRDF_GetSpecular(surface, surface_to_light), lighting.direct.specular); #ifdef LIGHTING_SCATTER const half scattering = ComputeScattering(saturate(dot(L, -surface.V)));