forked from bartvdbraak/blender
OpenSubdiv: forgot this in the previous commit
Need to find better approach for dealing with shadeless materials.
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@ -248,7 +248,7 @@ void main()
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#endif /* USE_DIRECTIONAL_LIGHT */
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#endif /* USE_DIRECTIONAL_LIGHT */
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vec3 h = normalize(l + vec3(0, 0, 1));
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vec3 h = normalize(l + vec3(0, 0, 1));
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float d = max(0.0, dot(N, l));
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float d = max(0.0, dot(N, l));
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float s = pow(max(0.0, dot(N, h)), 500.0f);
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float s = pow(max(0.0, dot(N, h)), shininess);
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L_diffuse += d * lightSource[i].diffuse;
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L_diffuse += d * lightSource[i].diffuse;
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L_specular += s * lightSource[i].specular;
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L_specular += s * lightSource[i].specular;
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}
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}
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@ -313,7 +313,10 @@ void main()
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#endif
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#endif
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/* Sum lighting. */
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/* Sum lighting. */
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vec3 L = L_diffuse + L_specular * specular.rgb;
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vec3 L = L_diffuse;
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if (shininess != 0) {
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L += L_specular * specular.rgb;
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}
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/* Write out fragment color. */
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/* Write out fragment color. */
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gl_FragColor = vec4(L, diffuse.a);
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gl_FragColor = vec4(L, diffuse.a);
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