Temporarily removing specular light component from line and point shaders.

This commit is contained in:
codeanticode
2011-12-07 15:55:12 +00:00
parent ab5df0c20c
commit aa947859b2
2 changed files with 12 additions and 10 deletions

View File

@@ -71,7 +71,7 @@ vec4 calculateLight(int i) {
specular = gl_FrontMaterial.specular * gl_LightSource[i].specular * pow(NdotHV, gl_FrontMaterial.shininess);
}
return NdotL * diffuse + ambient + specular;
return NdotL * diffuse + ambient;
}
void main() {
@@ -102,14 +102,15 @@ void main() {
gl_Position.xy = clip_p.xy + window_offset.xy;
gl_Position.zw = clip_p.zw;
gl_FrontColor = vec4(0, 0, 0, 0);
vec4 color = vec4(0, 0, 0, 0);
vec4 globalAmbient = gl_Color * gl_LightModel.ambient;
if (lights == 0) {
gl_FrontColor = gl_Color;
color = gl_Color;
}
for (int i = 0; i < lights; i++) {
vec4 light = calculateLight(i);
gl_FrontColor += light;
color += light;
}
gl_FrontColor += globalAmbient;
color = clamp(color, 0.0, 1.0);
gl_FrontColor = color;
}

View File

@@ -62,7 +62,7 @@ vec4 calculateLight(int i) {
specular = gl_FrontMaterial.specular * gl_LightSource[i].specular * pow(NdotHV, gl_FrontMaterial.shininess);
}
return NdotL * diffuse + ambient + specular;
return NdotL * diffuse + ambient;
}
void main() {
@@ -70,14 +70,15 @@ void main() {
pos.xy += vertDisp.xy;
gl_Position = gl_ProjectionMatrix * pos;
gl_FrontColor = vec4(0, 0, 0, 0);
vec4 color = vec4(0, 0, 0, 0);
vec4 globalAmbient = gl_Color * gl_LightModel.ambient;
if (lights == 0) {
gl_FrontColor = gl_Color;
color = gl_Color;
}
for (int i = 0; i < lights; i++) {
vec4 light = calculateLight(i);
gl_FrontColor += light;
color += light;
}
gl_FrontColor += globalAmbient;
color = clamp(color, 0.0, 1.0);
gl_FrontColor = color;
}