* Fix lighting "early cull" issue for terrain lighting shader as well
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7794 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -99,6 +99,9 @@ void lightComputeDir(in vec3 worldPos, in vec4 color, in vec4 position, out vec4
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}
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float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){
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if (shiny <= 1.0){
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return 0.0;
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}
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#ifndef LOW_QUALITY
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vec3 H = (viewdir + lightdir) * vec3(0.5);
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return pow(max(dot(H, norm), 0.0), shiny);
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@ -125,6 +125,12 @@ public class LwjglDisplay extends LwjglAbstractDisplay {
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}
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Display.setVSyncEnabled(settings.isVSync());
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if (created.get()){
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Display.releaseContext();
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Display.makeCurrent();
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Display.update();
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}
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if (!created.get() || pixelFormatChanged){
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ContextAttribs attr = createContextAttribs();
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@ -161,6 +161,9 @@ float lightComputeDiffuse(in vec3 norm, in vec3 lightdir, in vec3 viewdir){
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}
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float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in float shiny){
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if (shiny <= 1.0){
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return 0.0;
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}
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#ifdef WARDISO
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// Isotropic Ward
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vec3 halfVec = normalize(viewdir + lightdir);
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