@@ -30,7 +30,7 @@ lightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData,
#ifdef SPECULARTERM
// Specular
- vec3 angleW = normalize(viewDirectionW + lightVectorW);
+ vec3 angleW = normalize(lightVectorW - viewDirectionW);
float specComp = max(0., dot(vNormal, angleW));
specComp = pow(specComp, max(1., glossiness));