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Tweak the lighting model so that specular highlights ignore the diffuse map value when a specular map is defined.
git-svn-id: https://svn.eduke32.com/eduke32@1380 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 3 deletions
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@ -255,6 +255,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"\n",
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// frag_prog
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" diffuseTexel = texture2D(diffuseMap, commonTexCoord.st);\n"
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" specTexel = diffuseTexel;\n"
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" if (isLightingPass == 0)\n"
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" result *= diffuseTexel;\n"
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"\n",
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@ -486,12 +487,12 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"\n"
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" R = reflect(-L, N);\n"
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"\n"
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" lightDiffuse = diffuseTexel.a * gl_Color.a * diffuseTexel.rgb * shadowResult *\n"
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" lightDiffuse = diffuseTexel.a * gl_Color.a * shadowResult * lightTexel *\n"
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" gl_LightSource[0].diffuse.rgb * lightAttenuation * spotAttenuation;\n"
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" result += vec4(lightDiffuse * lightTexel * NdotL, 0.0);\n"
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" result += vec4(lightDiffuse * diffuseTexel.rgb * NdotL, 0.0);\n"
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"\n"
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" lightSpecular = pow( max(dot(R, E), 0.0), specularMaterial.x * specTexel.a) * specularMaterial.y;\n"
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" result += vec4(lightDiffuse * lightTexel * specTexel.rgb * lightSpecular, 0.0);\n"
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" result += vec4(lightDiffuse * specTexel.rgb * lightSpecular, 0.0);\n"
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"\n",
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},
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{
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