diff --git a/jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.frag b/jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.frag index 26b68a533..254806d87 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.frag +++ b/jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.frag @@ -17,10 +17,7 @@ varying vec3 SpecularSum; #ifndef VERTEX_LIGHTING uniform mat4 g_ViewMatrix; uniform vec4 g_LightData[NB_LIGHTS]; - varying vec3 vPos; -#else - varying vec3 specularAccum; - varying vec4 diffuseAccum; + varying vec3 vPos; #endif #ifdef DIFFUSEMAP @@ -167,10 +164,9 @@ void main(){ #endif #ifdef VERTEX_LIGHTING - gl_FragColor.rgb = AmbientSum * diffuseColor.rgb - +diffuseAccum.rgb *diffuseColor.rgb - +specularAccum.rgb * specularColor.rgb; - gl_FragColor.a=1.0; + gl_FragColor.rgb = AmbientSum.rgb * diffuseColor.rgb + + DiffuseSum.rgb * diffuseColor.rgb + + SpecularSum.rgb * specularColor.rgb; #else int i = 0; diff --git a/jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.vert b/jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.vert index 6ad224d9b..1fde8e13d 100644 --- a/jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.vert +++ b/jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.vert @@ -43,8 +43,6 @@ attribute vec3 inNormal; varying vec3 vBinormal; #endif #else - varying vec3 specularAccum; - varying vec4 diffuseAccum; #ifdef COLORRAMP uniform sampler2D m_ColorRamp; #endif @@ -131,14 +129,13 @@ void main(){ #endif #ifdef VERTEX_LIGHTING int i = 0; - diffuseAccum = vec4(0.0); - specularAccum = vec3(0.0); + vec3 diffuseAccum = vec3(0.0); + vec3 specularAccum = vec3(0.0); vec4 diffuseColor; vec3 specularColor; for (int i =0;i < NB_LIGHTS; i+=3){ vec4 lightColor = g_LightData[i]; vec4 lightData1 = g_LightData[i+1]; - DiffuseSum = vec4(1.0); #ifdef MATERIAL_COLORS diffuseColor = m_Diffuse * vec4(lightColor.rgb, 1.0); specularColor = m_Specular.rgb * lightColor.rgb; @@ -166,13 +163,16 @@ void main(){ vec2 light = computeLighting(wvNormal, viewDir, lightDir.xyz, lightDir.w * spotFallOff, m_Shininess); #ifdef COLORRAMP - diffuseAccum.rgb += texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb * diffuseColor.rgb; - specularAccum.rgb += texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb * specularColor; + diffuseAccum += texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb * diffuseColor.rgb; + specularAccum += texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb * specularColor; #else - diffuseAccum.rgb += light.x * diffuseColor.rgb; - specularAccum.rgb += light.y * specularColor; + diffuseAccum += light.x * diffuseColor.rgb; + specularAccum += light.y * specularColor; #endif } + + DiffuseSum.rgb *= diffuseAccum.rgb; + SpecularSum.rgb *= specularAccum.rgb; #endif