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Lighting material
* Hopefully fix incorrect parallax map
* Multiply specular by diffuse factor to prevent physically impossible shininess (compare TestNormalMapping to understand the difference)

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8006 75d07b2b-3a1a-0410-a2c5-0572b91ccdca

sha..rd 14 years ago
parent
commit
e5be9cef83
1 changed files with 3 additions and 1 deletions
  1. 3 1
      engine/src/core-data/Common/MatDefs/Light/Lighting.frag

+ 3 - 1
engine/src/core-data/Common/MatDefs/Light/Lighting.frag

@@ -125,6 +125,8 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
     float att = vLightDir.w;
     float att = vLightDir.w;
    #endif
    #endif
 
 
+   specularFactor *= diffuseFactor;
+
    return vec2(diffuseFactor, specularFactor) * vec2(att);
    return vec2(diffuseFactor, specularFactor) * vec2(att);
 }
 }
 #endif
 #endif
@@ -143,7 +145,7 @@ void main(){
        float heightBias = heightScale * -0.5;
        float heightBias = heightScale * -0.5;
        vec3 normView = normalize(vViewDir);
        vec3 normView = normalize(vViewDir);
        h = (h * heightScale + heightBias) * normView.z;
        h = (h * heightScale + heightBias) * normView.z;
-       newTexCoord = texCoord + (h * -normView.xy);
+       newTexCoord = texCoord + (h * normView.xy);
     #else
     #else
        newTexCoord = texCoord;
        newTexCoord = texCoord;
     #endif
     #endif