diff --git a/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl index ec3982bf21..8fb1c9d14d 100644 --- a/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl @@ -362,7 +362,7 @@ bool compute_area_light(uint index, vec3 pos, vec3 normal, inout vec3 light) { vec3 area_height_norm = normalize(area_height); float a_half_len = a_len / 2.0; float b_half_len = b_len / 2.0; - vec3 light_center = lights.data[index].position + (area_width + area_height) / 2.0; + vec3 light_center = lights.data[index].position; vec3 light_to_vert = vertex - light_center; vec3 pos_local_to_light = vec3(dot(light_to_vert, area_width_norm), dot(light_to_vert, area_height_norm), dot(light_to_vert, -area_direction)); // vertex in LIGHT SPACE vec3 closest_point_local_to_light = vec3(clamp(pos_local_to_light.x, -a_half_len, a_half_len), clamp(pos_local_to_light.y, -b_half_len, b_half_len), 0); // LIGHT SPACE