From e5be9cef83dd6684f5b5392b603cdc4292629158 Mon Sep 17 00:00:00 2001 From: "sha..rd" Date: Sat, 13 Aug 2011 19:02:29 +0000 Subject: [PATCH] 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 --- engine/src/core-data/Common/MatDefs/Light/Lighting.frag | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/engine/src/core-data/Common/MatDefs/Light/Lighting.frag b/engine/src/core-data/Common/MatDefs/Light/Lighting.frag index ee0216dd6..33843ffec 100644 --- a/engine/src/core-data/Common/MatDefs/Light/Lighting.frag +++ b/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