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SinglePass Lighting: Comment out color ramp - doesn't seem to work

shadowislord 10 anni fa
parent
commit
957801ea12

+ 5 - 5
jme3-core/src/main/resources/Common/MatDefs/Light/SPLighting.frag

@@ -178,6 +178,11 @@ void main(){
              vec4 refColor = Optics_GetEnvColor(m_EnvMap, refVec.xyz);
         #endif
 
+//        #ifdef COLORRAMP
+//            diffuseColor.rgb  *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
+//            specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
+//        #endif
+
         for( int i = 0;i < NB_LIGHTS; i+=3){
             vec4 lightColor = g_LightData[i];
             vec4 lightData1 = g_LightData[i+1];                
@@ -205,11 +210,6 @@ void main(){
 
             vec2 light = computeLighting(normal, viewDir, lightDir.xyz, lightDir.w * spotFallOff , m_Shininess);
 
-            #ifdef COLORRAMP
-                diffuseColor.rgb  *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
-                specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
-            #endif
-
             // Workaround, since it is not possible to modify varying variables
             vec4 SpecularSum2 = vec4(SpecularSum, 1.0);
             #ifdef USE_REFLECTION