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
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engine/src/terrain/Common/MatDefs/Terrain
@ -182,7 +182,10 @@ float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in f
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vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
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float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
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float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
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specularFactor *= step(1.0, m_Shininess);
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if (m_Shininess <= 1.0) {
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specularFactor = 0.0; // should be one instruction on most cards ..
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}
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float att = vLightDir.w;
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@ -22,7 +22,7 @@ MaterialDef Terrain Lighting {
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Color Specular
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// Specular power/shininess
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Float Shininess : 1
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Float Shininess : 0
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// Texture map #0
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Texture2D DiffuseMap
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