diff --git a/files/shaders/lib/light/lighting_util.glsl b/files/shaders/lib/light/lighting_util.glsl index 059f024b4a..81db04a317 100644 --- a/files/shaders/lib/light/lighting_util.glsl +++ b/files/shaders/lib/light/lighting_util.glsl @@ -106,8 +106,6 @@ float lcalcRadius(int lightIndex) float lcalcIllumination(int lightIndex, float dist) { float illumination = 1.0 / (lcalcConstantAttenuation(lightIndex) + lcalcLinearAttenuation(lightIndex) * dist + lcalcQuadraticAttenuation(lightIndex) * dist * dist); - // FIXME: FFP doesn't do this - illumination = clamp(illumination, 0.0, 1.0); #if @lightingMethodPerObjectUniform || @lightingMethodUBO // Fade illumination between the radius and the radius doubled to diminish pop-in illumination *= 1.0 - quickstep((dist / lcalcRadius(lightIndex)) - 1.0);