* 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
3.0
Sha..rd 13 years ago
parent df212d358f
commit 3dfe3d70f5
  1. 4
      engine/src/core-data/Common/MatDefs/Light/Lighting.frag

@ -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);

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