Source

gltut / Tut 17 Spotlight on Textures / data / cubeLight.frag

Diff from to

Tut 17 Spotlight on Textures/data/cubeLight.frag

 	
 	vec3 dirFromLight = normalize(lightSpacePosition);
 	currLight.lightIntensity =
-		texture(lightCubeTex, dirFromLight) * 4.0f;
+		texture(lightCubeTex, dirFromLight) * 6.0f;
 
 	vec4 accumLighting = diffuseColor * Lgt.ambientIntensity;
 	for(int light = 0; light < numberOfLights; light++)