[Bf-blender-cvs] [0951ea2] master: OpenSubdiv: Support shadeless shading
Sergey Sharybin
noreply at git.blender.org
Mon Aug 3 20:21:44 CEST 2015
Commit: 0951ea2c6d6f013c79fb82337f9e75b64cd32f06
Author: Sergey Sharybin
Date: Mon Aug 3 20:18:33 2015 +0200
Branches: master
https://developer.blender.org/rB0951ea2c6d6f013c79fb82337f9e75b64cd32f06
OpenSubdiv: Support shadeless shading
===================================================================
M intern/opensubdiv/gpu_shader_opensubd_display.glsl
===================================================================
diff --git a/intern/opensubdiv/gpu_shader_opensubd_display.glsl b/intern/opensubdiv/gpu_shader_opensubd_display.glsl
index fb46971..110898a 100644
--- a/intern/opensubdiv/gpu_shader_opensubd_display.glsl
+++ b/intern/opensubdiv/gpu_shader_opensubd_display.glsl
@@ -246,15 +246,13 @@ void main()
float diffuse_bsdf = max(dot(N, light_direction), 0.0);
L_diffuse += light_diffuse * diffuse_bsdf;
+ /* Specular light. */
vec4 Plight = lightSource[i].position;
vec3 l = (Plight.w == 0.0)
? normalize(Plight.xyz) : normalize(Plight.xyz -
inpt.v.position.xyz);
-
- /* Specular light. */
vec3 light_specular = lightSource[i].specular.rgb;
vec3 H = normalize(l + vec3(0,0,1));
-
float specular_bsdf = pow(max(dot(N, H), 0.0),
shininess);
L_specular += light_specular * specular_bsdf;
@@ -325,7 +323,9 @@ void main()
/* Sum lighting. */
vec3 L = /*gl_FrontLightModelProduct.sceneColor.rgb +*/ L_diffuse;
- L += L_specular * specular.rgb;
+ if (shininess != 0.0f) {
+ L += L_specular * specular.rgb;
+ }
/* Write out fragment color. */
gl_FragColor = vec4(L, alpha);
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