[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [11393] branches/soc-2007-maike/release/ glsl/light_calc.gsl: Material emit bugfix

Miguel Torres Lima torreslima at gmail.com
Fri Jul 27 19:13:41 CEST 2007


Revision: 11393
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=11393
Author:   maike
Date:     2007-07-27 19:13:41 +0200 (Fri, 27 Jul 2007)

Log Message:
-----------
Material emit bugfix

Modified Paths:
--------------
    branches/soc-2007-maike/release/glsl/light_calc.gsl

Modified: branches/soc-2007-maike/release/glsl/light_calc.gsl
===================================================================
--- branches/soc-2007-maike/release/glsl/light_calc.gsl	2007-07-27 16:48:28 UTC (rev 11392)
+++ branches/soc-2007-maike/release/glsl/light_calc.gsl	2007-07-27 17:13:41 UTC (rev 11393)
@@ -19,14 +19,13 @@
 float diff_fac = dot((eye - pos), normal);
 #endif
 #endif
-vec3 diff_col = (rslt1 + emit) * diff1 * diff_color * vec3(lights[LIGHT_ID].color + vert_color);
 vec4 diff_cb = texture1D(DIFF_CB_TEX, diff_fac);
-diff_rslt += DIFF_CB_BLEND_FUNC(diff_col, diff_cb.rgb, DIFF_CB_FAC) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis;
+diff_rslt += (DIFF_CB_BLEND_FUNC(diff_cb.rgb, diff_color, DIFF_CB_FAC) * rslt1 * diff1 * vec3(lights[LIGHT_ID].color + vert_color) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis) + (diff_color * emit);
 #else
 #ifdef HEMI
-diff_rslt+= (DIFF_SHADER_ID(lights[LIGHT_ID], normal) + emit) * diff1 * diff_color * vec3(lights[LIGHT_ID].color + vert_color) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis;
+diff_rslt+= (DIFF_SHADER_ID(lights[LIGHT_ID], normal) * diff1 * diff_color * vec3(lights[LIGHT_ID].color + vert_color) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis) + (diff_color * emit);
 #else
-diff_rslt+= (DIFF_SHADER_ID(lights[LIGHT_ID], normal, diff2, diff3) + emit) * diff1 * diff_color * vec3(lights[LIGHT_ID].color + vert_color) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis;	
+diff_rslt+= (DIFF_SHADER_ID(lights[LIGHT_ID], normal, diff2, diff3) * diff1 * diff_color * vec3(lights[LIGHT_ID].color + vert_color) * lights[LIGHT_ID].layer * lights[LIGHT_ID].energy * vis) + (diff_color * emit);	
 #endif
 #endif
 #endif





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