diff --git a/manimlib/shaders/inserts/finalize_color.glsl b/manimlib/shaders/inserts/finalize_color.glsl index 42a6bd41..adb65206 100644 --- a/manimlib/shaders/inserts/finalize_color.glsl +++ b/manimlib/shaders/inserts/finalize_color.glsl @@ -24,9 +24,6 @@ vec4 add_light(vec4 color, vec3 point, vec3 unit_normal){ vec3 to_camera = normalize(camera_position - point); vec3 to_light = normalize(light_position - point); - // Note, this effectively treats surfaces as two-sided - // if(dot(to_camera, unit_normal) < 0) unit_normal *= -1; - float light_to_normal = dot(to_light, unit_normal); // When unit normal points towards light, brighten float bright_factor = max(light_to_normal, 0) * reflectiveness;