* Re-added conditional in Lighting.frag to avoid NVIDIA bug. It uses control flow but most GLSL compilers should optimize it to compare and set.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9204 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
parent
df212d358f
commit
3dfe3d70f5
@ -126,6 +126,10 @@ vec2 computeLighting(in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
|
|||||||
float att = vLightDir.w;
|
float att = vLightDir.w;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
if (m_Shininess <= 1.0) {
|
||||||
|
specularFactor = 0.0; // should be one instruction on most cards ..
|
||||||
|
}
|
||||||
|
|
||||||
specularFactor *= diffuseFactor;
|
specularFactor *= diffuseFactor;
|
||||||
|
|
||||||
return vec2(diffuseFactor, specularFactor) * vec2(att);
|
return vec2(diffuseFactor, specularFactor) * vec2(att);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user