From e8937852bc2661aef72c9a61d56e7f2bb77c99df Mon Sep 17 00:00:00 2001 From: Kai Ludwig Date: Fri, 16 May 2014 15:12:49 +0200 Subject: [PATCH 1/2] MenuOption::Visage now default to false. --- interface/src/Menu.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index 2daf5b0240..3c0ebe4cd2 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -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 From 51965fd283e43ea299d5d592175aec96eb7bb996 Mon Sep 17 00:00:00 2001 From: Kai Ludwig Date: Fri, 16 May 2014 15:44:07 +0200 Subject: [PATCH 2/2] changed float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal)); to float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal)); Calculation for specular value has to be done like in all other shaders with the unmodified unnormalized lightsource position. Otherwise the specular effect will have weird behaviour. --- interface/resources/shaders/model.frag | 2 +- interface/resources/shaders/model_normal_map.frag | 2 +- interface/resources/shaders/model_normal_specular_map.frag | 2 +- interface/resources/shaders/model_specular_map.frag | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) diff --git a/interface/resources/shaders/model.frag b/interface/resources/shaders/model.frag index 29579d07ac..3964bd5b97 100644 --- a/interface/resources/shaders/model.frag +++ b/interface/resources/shaders/model.frag @@ -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) + diff --git a/interface/resources/shaders/model_normal_map.frag b/interface/resources/shaders/model_normal_map.frag index 2a4af2073a..a4f7a887c5 100644 --- a/interface/resources/shaders/model_normal_map.frag +++ b/interface/resources/shaders/model_normal_map.frag @@ -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) + diff --git a/interface/resources/shaders/model_normal_specular_map.frag b/interface/resources/shaders/model_normal_specular_map.frag index 79761446b1..f5b9d2b06b 100644 --- a/interface/resources/shaders/model_normal_specular_map.frag +++ b/interface/resources/shaders/model_normal_specular_map.frag @@ -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) * diff --git a/interface/resources/shaders/model_specular_map.frag b/interface/resources/shaders/model_specular_map.frag index 972a8e2de6..4e2f3d0c98 100644 --- a/interface/resources/shaders/model_specular_map.frag +++ b/interface/resources/shaders/model_specular_map.frag @@ -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) *