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diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl
index ea61838..42c3b2d 100644
--- a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl
+++ b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl
@@ -24,12 +24,10 @@ void main (void)
   
 	vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
 	
+	float specular = 0.2 * pow(clamp(dot(R, lVec), 0.0, 1.0),1.0) * diffuse;
+	vec3 vSpecular = vec3(specular, specular, specular);
+	color += vSpecular;
 	
-	float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
-	vec4 vSpecular = 0.2*specular * diffuse;	
-    color += vSpecular;
- 
-  
 	col = vec4(color.r, color.g, color.b, alpha);
 	col *= gl_Color;
 	col = col * col; // SRGB -> Linear
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
index 6203592..b887c08 100644
--- a/client/shaders/bumpmaps_solids/opengl_fragment.glsl
+++ b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
@@ -21,15 +21,13 @@ void main (void)
 	vec3 R = reflect(-vVec, bump);
 	vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
 	float diffuse = max(dot(lVec, bump), 0.0);
-  
+	
 	vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
 	
+	float specular = 0.2 * pow(clamp(dot(R, lVec), 0.0, 1.0),1.0) * diffuse;
+	vec3 vSpecular = vec3(specular, specular, specular);
+	color += vSpecular;
 	
-	float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
-	vec4 vSpecular = 0.2*specular * diffuse;	
-    color += vSpecular;
- 
-  
 	col = vec4(color.r, color.g, color.b, alpha);
 	col *= gl_Color;
 	col = col * col; // SRGB -> Linear