Don't add the specular alpha in the model fragment shaders.

This commit is contained in:
Andrzej Kapolka 2014-01-27 17:44:13 -08:00
parent f2cfb1634b
commit 4deb9936ba
2 changed files with 2 additions and 2 deletions

View file

@ -25,5 +25,5 @@ void main(void) {
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
}

View file

@ -37,5 +37,5 @@ void main(void) {
// modulate texture by base color and add specular contribution
gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
vec4(pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, 0.0);
}