diff --git a/GPU/GLES/SoftwareTransform.cpp b/GPU/GLES/SoftwareTransform.cpp index 47eee5e2b0..2c1470ccc5 100644 --- a/GPU/GLES/SoftwareTransform.cpp +++ b/GPU/GLES/SoftwareTransform.cpp @@ -489,7 +489,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw( Vec3f lightpos1 = Vec3f(gstate_c.lightpos[gstate.getUVLS1()]).Normalized(); uv[0] = (1.0f + Dot(lightpos0, normal))/2.0f; - uv[1] = (1.0f - Dot(lightpos1, normal))/2.0f; + uv[1] = (1.0f + Dot(lightpos1, normal))/2.0f; uv[2] = 1.0f; } break; diff --git a/GPU/GLES/VertexShaderGenerator.cpp b/GPU/GLES/VertexShaderGenerator.cpp index 35085e8c40..db444ebeba 100644 --- a/GPU/GLES/VertexShaderGenerator.cpp +++ b/GPU/GLES/VertexShaderGenerator.cpp @@ -646,7 +646,7 @@ void GenerateVertexShader(int prim, u32 vertType, char *buffer, bool useHWTransf break; case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources. - WRITE(p, " v_texcoord = u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 - dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1()); + WRITE(p, " v_texcoord = u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 + dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1()); break; default: