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
3.0
sha..rd 14 years ago
parent 17b949fea2
commit e5be9cef83
  1. 4
      engine/src/core-data/Common/MatDefs/Light/Lighting.frag

@ -125,6 +125,8 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
float att = vLightDir.w;
#endif
specularFactor *= diffuseFactor;
return vec2(diffuseFactor, specularFactor) * vec2(att);
}
#endif
@ -143,7 +145,7 @@ void main(){
float heightBias = heightScale * -0.5;
vec3 normView = normalize(vViewDir);
h = (h * heightScale + heightBias) * normView.z;
newTexCoord = texCoord + (h * -normView.xy);
newTexCoord = texCoord + (h * normView.xy);
#else
newTexCoord = texCoord;
#endif

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