This commit is contained in:
Philip Rosedale 2014-05-16 09:33:21 -07:00
commit f8338b66e1
5 changed files with 5 additions and 5 deletions

View file

@ -24,7 +24,7 @@ void main(void) {
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +

View file

@ -36,7 +36,7 @@ void main(void) {
gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +

View file

@ -39,7 +39,7 @@ void main(void) {
gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *

View file

@ -27,7 +27,7 @@ void main(void) {
gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
// compute the specular component (sans exponent)
float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *

View file

@ -331,7 +331,7 @@ Menu::Menu() :
#endif
#ifdef HAVE_VISAGE
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Visage, 0, true,
addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Visage, 0, false,
appInstance->getVisage(), SLOT(updateEnabled()));
#endif