More tweaks to the specular lighting model.

git-svn-id: https://svn.eduke32.com/eduke32@1381 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2009-05-16 00:50:30 +00:00
parent 396256b6e0
commit 854c72263c

View file

@ -255,7 +255,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
"\n",
// frag_prog
" diffuseTexel = texture2D(diffuseMap, commonTexCoord.st);\n"
" specTexel = diffuseTexel;\n"
" specTexel.rgb = diffuseTexel.rgb * diffuseTexel.a;\n"
" if (isLightingPass == 0)\n"
" result *= diffuseTexel;\n"
"\n",
@ -487,9 +487,9 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
"\n"
" R = reflect(-L, N);\n"
"\n"
" lightDiffuse = diffuseTexel.a * gl_Color.a * shadowResult * lightTexel *\n"
" lightDiffuse = gl_Color.a * shadowResult * lightTexel *\n"
" gl_LightSource[0].diffuse.rgb * lightAttenuation * spotAttenuation;\n"
" result += vec4(lightDiffuse * diffuseTexel.rgb * NdotL, 0.0);\n"
" result += vec4(lightDiffuse * diffuseTexel.a * diffuseTexel.rgb * NdotL, 0.0);\n"
"\n"
" lightSpecular = pow( max(dot(R, E), 0.0), specularMaterial.x * specTexel.a) * specularMaterial.y;\n"
" result += vec4(lightDiffuse * specTexel.rgb * lightSpecular, 0.0);\n"