SinglePass Lighting: Comment out color ramp - doesn't seem to work

experimental
shadowislord 10 years ago
parent 550255b1d5
commit 957801ea12
  1. 10
      jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.frag

@ -178,6 +178,11 @@ void main(){
vec4 refColor = Optics_GetEnvColor(m_EnvMap, refVec.xyz);
#endif
// #ifdef COLORRAMP
// diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
// specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
// #endif
for( int i = 0;i < NB_LIGHTS; i+=3){
vec4 lightColor = g_LightData[i];
vec4 lightData1 = g_LightData[i+1];
@ -205,11 +210,6 @@ 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;
#endif
// Workaround, since it is not possible to modify varying variables
vec4 SpecularSum2 = vec4(SpecularSum, 1.0);
#ifdef USE_REFLECTION

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