fixes to terrain shader
Handle emission and light model ambient value. Test if shininess is 0 to avoid pow(0, 0), which is undefined.
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parent
a3adbc74cb
commit
30f844c961
2 changed files with 5 additions and 3 deletions
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@ -10,7 +10,7 @@ void main()
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{
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{
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vec3 n, halfV;
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vec3 n, halfV;
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float NdotL, NdotHV, fogFactor;
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float NdotL, NdotHV, fogFactor;
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vec4 color = ambient;
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vec4 color = ambient + gl_FrontMaterial.emission;
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vec4 texel;
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vec4 texel;
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vec4 fragColor;
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vec4 fragColor;
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@ -20,8 +20,9 @@ void main()
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color += diffuse * NdotL;
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color += diffuse * NdotL;
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halfV = normalize(halfVector);
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halfV = normalize(halfVector);
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NdotHV = max(dot(n, halfV), 0.0);
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NdotHV = max(dot(n, halfV), 0.0);
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color += gl_FrontMaterial.specular * gl_LightSource[0].specular
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if (gl_FrontMaterial.shininess > 0.0)
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* pow(NdotHV, gl_FrontMaterial.shininess);
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color += gl_FrontMaterial.specular * gl_LightSource[0].specular
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* pow(NdotHV, gl_FrontMaterial.shininess);
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}
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}
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texel = texture2D(texture, gl_TexCoord[0].st);
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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel;
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fragColor = color * texel;
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@ -22,5 +22,6 @@ void main()
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halfVector = normalize(gl_LightSource[0].halfVector.xyz);
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halfVector = normalize(gl_LightSource[0].halfVector.xyz);
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diffuse = gl_Color * gl_LightSource[0].diffuse;
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diffuse = gl_Color * gl_LightSource[0].diffuse;
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ambient = gl_Color * gl_LightSource[0].ambient;
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ambient = gl_Color * gl_LightSource[0].ambient;
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ambient += gl_Color * gl_LightModel.ambient;
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fogCoord = abs(ecPosition.z);
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fogCoord = abs(ecPosition.z);
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}
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}
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