@@ -113,5 +113,5 @@ lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4
vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler, mat4 textureProjectionMatrix){
vec4 strq = textureProjectionMatrix * vec4(vPositionW, 1.0);
strq /= strq.w;
- return strq.xy;
+ return strq.xyz;
}