diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl index 49883408aef27e6989e830aaa8f3221220dbfa33..66f6591150b329f54aae2c106130544a66aa0aea 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl @@ -1,4 +1,4 @@ PhysicalMaterial material; material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); material.specularRoughness = roughnessFactor * 0.5 + 0.5; // disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ] -material.specularColor = mix( vec3( 0.04 ) * reflectivity, diffuseColor.rgb, metalnessFactor ); +material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );