From 4deb9936ba7d89895886ca9ab0493f3a846a6d46 Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Mon, 27 Jan 2014 17:44:13 -0800 Subject: [PATCH] Don't add the specular alpha in the model fragment shaders. --- interface/resources/shaders/model.frag | 2 +- interface/resources/shaders/model_normal_map.frag | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/interface/resources/shaders/model.frag b/interface/resources/shaders/model.frag index 877cdca885..e035f9bfe9 100644 --- a/interface/resources/shaders/model.frag +++ b/interface/resources/shaders/model.frag @@ -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); } diff --git a/interface/resources/shaders/model_normal_map.frag b/interface/resources/shaders/model_normal_map.frag index 9740a4d4b1..9a0e964500 100644 --- a/interface/resources/shaders/model_normal_map.frag +++ b/interface/resources/shaders/model_normal_map.frag @@ -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); }