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Merge pull request #1822 from Areloch/sparklingwaterfix

Corrects the specular handling as per Richard's suggestion in #1783
Areloch 8 years ago
parent
commit
cfb88b27e7

+ 1 - 1
Templates/Empty/game/shaders/common/water/gl/waterP.glsl

@@ -356,7 +356,7 @@ void main()
    // Get some specular reflection.
    vec3 newbump = bumpNorm;
    newbump.xy *= 3.5;
-   newbump = normalize( bumpNorm );
+   newbump = normalize( newbump );
    vec3 halfAng = normalize( eyeVec + -lightVec );
    float specular = saturate( dot( newbump, halfAng ) );
    specular = pow( specular, SPEC_POWER );   

+ 1 - 1
Templates/Empty/game/shaders/common/water/waterP.hlsl

@@ -343,7 +343,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0
    // Get some specular reflection.
    float3 newbump = bumpNorm;
    newbump.xy *= 3.5;
-   newbump = normalize( bumpNorm );
+   newbump = normalize( newbump );
    float3 halfAng = normalize( eyeVec + -lightVec );
    float specular = saturate( dot( newbump, halfAng ) );
    specular = pow( specular, SPEC_POWER );   

+ 1 - 1
Templates/Full/game/shaders/common/water/gl/waterP.glsl

@@ -356,7 +356,7 @@ void main()
    // Get some specular reflection.
    vec3 newbump = bumpNorm;
    newbump.xy *= 3.5;
-   newbump = normalize( bumpNorm );
+   newbump = normalize( newbump );
    vec3 halfAng = normalize( eyeVec + -lightVec );
    float specular = saturate( dot( newbump, halfAng ) );
    specular = pow( specular, SPEC_POWER );   

+ 1 - 1
Templates/Full/game/shaders/common/water/waterP.hlsl

@@ -343,7 +343,7 @@ float4 main( ConnectData IN ) : TORQUE_TARGET0
    // Get some specular reflection.
    float3 newbump = bumpNorm;
    newbump.xy *= 3.5;
-   newbump = normalize( bumpNorm );
+   newbump = normalize( newbump );
    float3 halfAng = normalize( eyeVec + -lightVec );
    float specular = saturate( dot( newbump, halfAng ) );
    specular = pow( specular, SPEC_POWER );