diff --git a/wadsrc/static/shaders_gles/glsl/material_normal.fp b/wadsrc/static/shaders_gles/glsl/material_normal.fp index 76bad4c93..0fceef675 100644 --- a/wadsrc/static/shaders_gles/glsl/material_normal.fp +++ b/wadsrc/static/shaders_gles/glsl/material_normal.fp @@ -14,7 +14,7 @@ vec3 lightContribution(int i, vec3 normal) vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz); float dotprod = dot(normal, lightdir); - //if (dotprod < -0.0001) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases. Note that this can cause precision issues. + if (dotprod < -0.0001) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases. Note that this can cause precision issues. float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0); @@ -26,29 +26,11 @@ vec3 lightContribution(int i, vec3 normal) #endif - return lightcolor.rgb * attenuation; - -/* - if (lightspot1.w == 1.0) - attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y); - if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag { attenuation *= clamp(dotprod, 0.0, 1.0); } - - - - if (attenuation > 0.0) // Skip shadow map test if possible - { - attenuation *= shadowAttenuation(lightpos, lightcolor.a); - return lightcolor.rgb * attenuation; - } - else - { - return vec3(0.0); - } -*/ + return lightcolor.rgb * attenuation; } @@ -60,7 +42,7 @@ vec3 ProcessMaterialLight(Material material, vec3 color) #if (DEF_DYNAMIC_LIGHTS_MOD == 1) // modulated lights - // Some very old GLES2 hardward does not allow non-constants in a for-loop expression because it can not unroll it. + // Some very old GLES2 hardware does not allow non-constants in a for-loop expression because it can not unroll it. // However they do allow 'break', so use stupid hack #if (USE_GLSL_V100 == 1)