updated terrainLighting.frag's shininess to match more of Lighting.frag

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9328 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
bre..ns 13 years ago
parent a0af5de41e
commit f669290a3a
  1. 5
      engine/src/terrain/Common/MatDefs/Terrain/TerrainLighting.frag
  2. 2
      engine/src/terrain/Common/MatDefs/Terrain/TerrainLighting.j3md

@ -182,7 +182,10 @@ float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in f
vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir); float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess); float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
specularFactor *= step(1.0, m_Shininess);
if (m_Shininess <= 1.0) {
specularFactor = 0.0; // should be one instruction on most cards ..
}
float att = vLightDir.w; float att = vLightDir.w;

@ -22,7 +22,7 @@ MaterialDef Terrain Lighting {
Color Specular Color Specular
// Specular power/shininess // Specular power/shininess
Float Shininess : 1 Float Shininess : 0
// Texture map #0 // Texture map #0
Texture2D DiffuseMap Texture2D DiffuseMap

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