Ubershader: account for specular light component only once.
Both files have "fragColor += Specular * nmap.a;" later in the source. The patch is suggested by Emilian Huminiuc.
This commit is contained in:
parent
f92a3cd08e
commit
e5d8163d64
2 changed files with 2 additions and 6 deletions
|
@ -253,7 +253,6 @@ void main (void)
|
||||||
vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf;
|
vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf;
|
||||||
|
|
||||||
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
||||||
color += Specular * gl_FrontMaterial.specular * nmap.a;
|
|
||||||
color = clamp( color, 0.0, 1.0 );
|
color = clamp( color, 0.0, 1.0 );
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
|
@ -278,11 +277,10 @@ void main (void)
|
||||||
// add fringing fresnel and rainbow effects and modulate by reflection
|
// add fringing fresnel and rainbow effects and modulate by reflection
|
||||||
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
|
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
|
||||||
//vec4 reflcolor = reflection;
|
//vec4 reflcolor = reflection;
|
||||||
reflcolor += Specular * nmap.a;
|
|
||||||
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
|
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
|
||||||
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
|
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
|
||||||
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
||||||
raincolor += Specular * nmap.a;
|
raincolor += Specular;
|
||||||
raincolor *= light_diffuse;
|
raincolor *= light_diffuse;
|
||||||
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
|
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
|
||||||
} else {
|
} else {
|
||||||
|
|
|
@ -106,7 +106,6 @@ void main (void)
|
||||||
vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf;
|
vec4 Specular = gl_FrontMaterial.specular * gl_LightSource[0].diffuse * pf;
|
||||||
|
|
||||||
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
|
||||||
color += Specular * gl_FrontMaterial.specular * nmap.a;
|
|
||||||
color = clamp( color, 0.0, 1.0 );
|
color = clamp( color, 0.0, 1.0 );
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////
|
||||||
|
@ -130,11 +129,10 @@ void main (void)
|
||||||
|
|
||||||
// add fringing fresnel and rainbow effects and modulate by reflection
|
// add fringing fresnel and rainbow effects and modulate by reflection
|
||||||
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
|
vec4 reflcolor = mix(reflection, rainbow, refl_rainbow * v);
|
||||||
reflcolor += Specular * nmap.a;
|
|
||||||
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
|
vec4 reflfrescolor = mix(reflcolor, fresnel, refl_fresnel * v);
|
||||||
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
|
vec4 noisecolor = mix(reflfrescolor, noisevec, refl_noise);
|
||||||
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
|
||||||
raincolor += Specular * nmap.a;
|
raincolor += Specular;
|
||||||
raincolor *= gl_LightSource[0].diffuse;
|
raincolor *= gl_LightSource[0].diffuse;
|
||||||
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
|
mixedcolor = mix(texel, raincolor, reflFactor).rgb;
|
||||||
} else {
|
} else {
|
||||||
|
|
Loading…
Reference in a new issue