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fix shader bugs on ATI hardware

The main problem was using gl_FrontMaterial.ambient with a color mode
of AMBIENT_AND_DIFFUSE i.e., the fixed function path would take both the
ambient colors from the vertex color value. Also, some vertex shaders
were not writing gl_FrontColor even though the fragment shader was
accessing gl_Color.


Author: Tim Moore <timoore@redhat.com>
This commit is contained in:
timoore 2010-02-12 11:38:53 +00:00
parent d3a40c83c8
commit 421ee253e6
5 changed files with 8 additions and 5 deletions

View file

@ -59,7 +59,7 @@ void main (void)
c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz));
vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
vec4 ambientColor = gl_Color;
// ambientColor = vec4(0.01);
vec4 ambient_light = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);

View file

@ -15,6 +15,7 @@ void main(void)
ecPosition = gl_ModelViewMatrix * gl_Vertex;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
gl_FrontColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
}

View file

@ -22,7 +22,7 @@ void main()
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
diffuse = gl_Color * gl_LightSource[0].diffuse;
alpha = gl_Color.a;
constantColor = gl_FrontLightModelProduct.sceneColor
+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
fogCoord = abs(ecPosition.z);
}

View file

@ -44,7 +44,7 @@ void main (void)
c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
vec4 ambientColor = gl_Color;
// ambientColor = vec4(0.01);
vec4 ambient_light = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);

View file

@ -10,6 +10,8 @@ void main(void)
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
gl_FrontColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}