diff --git a/Shaders/transition.frag b/Shaders/transition.frag index 8d93f91a4..ae6ddadc5 100644 --- a/Shaders/transition.frag +++ b/Shaders/transition.frag @@ -3,8 +3,6 @@ // based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier. // © Emilian Huminiuc 2011 -// Ambient term comes in gl_Color.rgb. - #version 120 varying vec4 RawPos; @@ -69,19 +67,12 @@ void main() if (gl_FrontMaterial.shininess > 0.0) specular = gl_FrontMaterial.specular * gl_LightSource[0].specular * pf; -<<<<<<< HEAD - vec4 diffuseColor = gl_FrontMaterial.emission + - vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) + - Diffuse * gl_FrontMaterial.diffuse; - -======= // vec4 diffuseColor = gl_FrontMaterial.emission + // vec4(1.0) * (gl_LightModel.ambient + gl_LightSource[0].ambient) + // Diffuse * gl_FrontMaterial.diffuse; vec4 ambientColor = gl_LightModel.ambient + gl_LightSource[0].ambient; //vec4 diffuseColor = gl_Color + Diffuse * gl_FrontMaterial.diffuse + ambientColor; vec4 diffuseColor = vec4(Diffuse) + ambientColor; //ATI workaround ->>>>>>> 458720af8eb7ffa022b5b8dcc51d3cde60e5dded diffuseColor += specular * gl_FrontMaterial.specular; // This shouldn't be necessary, but our lighting becomes very