overte/interface/resources/shaders
Kai Ludwig 51965fd283 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.
2014-05-16 15:44:07 +02:00
..
ambient_occlusion.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
ambient_occlusion.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
diffuse.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
glow_add.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
glow_add_separate.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
grid.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
horizontal_blur.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
metavoxel_point.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
model.frag changed 2014-05-16 15:44:07 +02:00
model.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
model_normal_map.frag changed 2014-05-16 15:44:07 +02:00
model_normal_map.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
model_normal_specular_map.frag changed 2014-05-16 15:44:07 +02:00
model_shadow.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
model_shadow.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
model_specular_map.frag changed 2014-05-16 15:44:07 +02:00
occlusion_blur.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
oculus.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
passthrough.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
perlin_modulate.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
perlin_modulate.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
point_size.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
shadow_map.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
shadow_map.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
skin_model.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
skin_model_normal_map.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
skin_model_shadow.vert add apache license to shader headers 2014-04-09 09:59:05 -07:00
SkyFromAtmosphere.frag Correct after blending. 2013-06-09 22:48:14 -04:00
SkyFromAtmosphere.vert #19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex. 2013-05-30 15:02:11 -04:00
SkyFromSpace.frag Correct after blending. 2013-06-09 22:48:14 -04:00
SkyFromSpace.vert #19351 - Atmosphere shaders should be handled per-pixel instead of per-vertex. 2013-05-30 15:02:11 -04:00
vertical_blur.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
vertical_blur_add.frag add apache license to shader headers 2014-04-09 09:59:05 -07:00
voxel.geom add apache license to shader headers 2014-04-09 09:59:05 -07:00