Lighting: fix colorramp feature

This commit is contained in:
Kirill Vainer 2015-09-22 22:10:16 -04:00
parent 4a37a8f851
commit 01227d31b0

View File

@ -154,8 +154,9 @@ void main(){
#ifdef VERTEX_LIGHTING
vec2 light = vertexLightValues.xy;
#ifdef COLORRAMP
light.x = texture2D(m_ColorRamp, vec2(light.x, 0.0)).r;
light.y = texture2D(m_ColorRamp, vec2(light.y, 0.0)).r;
diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
light.xy = vec2(1.0);
#endif
gl_FragColor.rgb = AmbientSum * diffuseColor.rgb +
@ -183,8 +184,9 @@ void main(){
vec2 light = computeLighting(normal, viewDir, lightDir.xyz, lightDir.w * spotFallOff, m_Shininess) ;
#ifdef COLORRAMP
diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
light.xy = vec2(1.0);
#endif
// Workaround, since it is not possible to modify varying variables