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@@ -154,8 +154,9 @@ void main(){
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#ifdef VERTEX_LIGHTING
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vec2 light = vertexLightValues.xy;
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#ifdef COLORRAMP
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- light.x = texture2D(m_ColorRamp, vec2(light.x, 0.0)).r;
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- light.y = texture2D(m_ColorRamp, vec2(light.y, 0.0)).r;
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+ diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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+ specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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+ light.xy = vec2(1.0);
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#endif
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gl_FragColor.rgb = AmbientSum * diffuseColor.rgb +
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@@ -183,8 +184,9 @@ void main(){
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vec2 light = computeLighting(normal, viewDir, lightDir.xyz, lightDir.w * spotFallOff, m_Shininess) ;
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#ifdef COLORRAMP
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- diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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- specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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+ diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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+ specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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+ light.xy = vec2(1.0);
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#endif
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// Workaround, since it is not possible to modify varying variables
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