[Bf-blender-cvs] [b50916d] master: OpenSubdiv: forgot this in the previous commit
Sergey Sharybin
noreply at git.blender.org
Tue Aug 4 11:07:27 CEST 2015
Commit: b50916d172522c5911cc02eff0857057dfaee2a9
Author: Sergey Sharybin
Date: Tue Aug 4 11:04:27 2015 +0200
Branches: master
https://developer.blender.org/rBb50916d172522c5911cc02eff0857057dfaee2a9
OpenSubdiv: forgot this in the previous commit
Need to find better approach for dealing with shadeless materials.
===================================================================
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 e343c95..7acde19 100644
--- a/intern/opensubdiv/gpu_shader_opensubd_display.glsl
+++ b/intern/opensubdiv/gpu_shader_opensubd_display.glsl
@@ -248,7 +248,7 @@ void main()
#endif /* USE_DIRECTIONAL_LIGHT */
vec3 h = normalize(l + vec3(0, 0, 1));
float d = max(0.0, dot(N, l));
- float s = pow(max(0.0, dot(N, h)), 500.0f);
+ float s = pow(max(0.0, dot(N, h)), shininess);
L_diffuse += d * lightSource[i].diffuse;
L_specular += s * lightSource[i].specular;
}
@@ -313,7 +313,10 @@ void main()
#endif
/* Sum lighting. */
- vec3 L = L_diffuse + L_specular * specular.rgb;
+ vec3 L = L_diffuse;
+ if (shininess != 0) {
+ L += L_specular * specular.rgb;
+ }
/* Write out fragment color. */
gl_FragColor = vec4(L, diffuse.a);
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