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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
bre..ns 13 years ago
parent
commit
f669290a3a

+ 4 - 1
engine/src/terrain/Common/MatDefs/Terrain/TerrainLighting.frag

@@ -182,7 +182,10 @@ float lightComputeSpecular(in vec3 norm, in vec3 viewdir, in vec3 lightdir, in f
 vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 wvLightDir){
    float diffuseFactor = lightComputeDiffuse(wvNorm, wvLightDir, wvViewDir);
    float specularFactor = lightComputeSpecular(wvNorm, wvViewDir, wvLightDir, m_Shininess);
-   specularFactor *= step(1.0, m_Shininess);
+
+   if (m_Shininess <= 1.0) {
+       specularFactor = 0.0; // should be one instruction on most cards ..
+   }
 
    float att = vLightDir.w;
 

+ 1 - 1
engine/src/terrain/Common/MatDefs/Terrain/TerrainLighting.j3md

@@ -22,7 +22,7 @@ MaterialDef Terrain Lighting {
         Color Specular
 
         // Specular power/shininess
-        Float Shininess : 1
+        Float Shininess : 0
 
         // Texture map #0
         Texture2D DiffuseMap