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fixes to terrain shader

Handle emission and light model ambient value.

Test if shininess is 0 to avoid pow(0, 0), which is undefined.
This commit is contained in:
timoore 2009-07-19 18:54:10 +00:00
parent a3adbc74cb
commit 30f844c961
2 changed files with 5 additions and 3 deletions

View file

@ -10,7 +10,7 @@ void main()
{ {
vec3 n, halfV; vec3 n, halfV;
float NdotL, NdotHV, fogFactor; float NdotL, NdotHV, fogFactor;
vec4 color = ambient; vec4 color = ambient + gl_FrontMaterial.emission;
vec4 texel; vec4 texel;
vec4 fragColor; vec4 fragColor;
@ -20,8 +20,9 @@ void main()
color += diffuse * NdotL; color += diffuse * NdotL;
halfV = normalize(halfVector); halfV = normalize(halfVector);
NdotHV = max(dot(n, halfV), 0.0); NdotHV = max(dot(n, halfV), 0.0);
color += gl_FrontMaterial.specular * gl_LightSource[0].specular if (gl_FrontMaterial.shininess > 0.0)
* pow(NdotHV, gl_FrontMaterial.shininess); color += gl_FrontMaterial.specular * gl_LightSource[0].specular
* pow(NdotHV, gl_FrontMaterial.shininess);
} }
texel = texture2D(texture, gl_TexCoord[0].st); texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel; fragColor = color * texel;

View file

@ -22,5 +22,6 @@ void main()
halfVector = normalize(gl_LightSource[0].halfVector.xyz); halfVector = normalize(gl_LightSource[0].halfVector.xyz);
diffuse = gl_Color * gl_LightSource[0].diffuse; diffuse = gl_Color * gl_LightSource[0].diffuse;
ambient = gl_Color * gl_LightSource[0].ambient; ambient = gl_Color * gl_LightSource[0].ambient;
ambient += gl_Color * gl_LightModel.ambient;
fogCoord = abs(ecPosition.z); fogCoord = abs(ecPosition.z);
} }