diff --git a/getting-started/4-directional-lighting.md b/getting-started/4-directional-lighting.md index 3ef06f0..3ea982e 100644 --- a/getting-started/4-directional-lighting.md +++ b/getting-started/4-directional-lighting.md @@ -25,7 +25,7 @@ void main() { // 0.2 will be the *minimum* light for objects facing away from the sun. You can mess with this value. // The sun/moon position must be normalized. - float NdotL = max(0.2, dot(normal, normalize(shadowLightPosition)); + float NdotL = max(0.2, dot(normal, normalize(shadowLightPosition))); finalColor.rgb *= NdotL; } @@ -41,4 +41,4 @@ Congrats! You now have cool shading on entities. However, take a look at the sky. You may see the sun is a bit... wider than usual. This is because the vertex position for the sky is nonsense. -To fix this, we will need to make another copy `gbuffers_skytextured`, and remove the fog calculation. (Don't forget to remove directional lighting too; you don't want the sun shading itself!) \ No newline at end of file +To fix this, we will need to make another copy `gbuffers_skytextured`, and remove the fog calculation. (Don't forget to remove directional lighting too; you don't want the sun shading itself!)