Lighting material
* Hopefully fix incorrect parallax map * Multiply specular by diffuse factor to prevent physically impossible shininess (compare TestNormalMapping to understand the difference) git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8006 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -125,6 +125,8 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
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float att = vLightDir.w;
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#endif
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specularFactor *= diffuseFactor;
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return vec2(diffuseFactor, specularFactor) * vec2(att);
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}
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#endif
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@ -143,7 +145,7 @@ void main(){
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float heightBias = heightScale * -0.5;
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vec3 normView = normalize(vViewDir);
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h = (h * heightScale + heightBias) * normView.z;
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newTexCoord = texCoord + (h * -normView.xy);
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newTexCoord = texCoord + (h * normView.xy);
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#else
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newTexCoord = texCoord;
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#endif
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