diff --git a/tutorials/shaders/shader_reference/spatial_shader.rst b/tutorials/shaders/shader_reference/spatial_shader.rst index eb2a8d99f92..de20778fe41 100644 --- a/tutorials/shaders/shader_reference/spatial_shader.rst +++ b/tutorials/shaders/shader_reference/spatial_shader.rst @@ -401,7 +401,7 @@ Below is an example of a custom light function using a Lambertian lighting model .. code-block:: glsl void light() { - DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * ALBEDO; + DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * LIGHT_COLOR; } If you want the lights to add together, add the light contribution to ``DIFFUSE_LIGHT`` using ``+=``, rather than overwriting it.