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Cleanup and fix vertex shader
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parent
2347bc877a
commit
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2 changed files with 3 additions and 3 deletions
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@ -341,7 +341,7 @@ void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[
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if (dot > 0.0f)
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{
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Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
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lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * (dot * lightScale)));
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lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
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}
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}
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@ -301,7 +301,7 @@ void GenerateVertexShader(int prim, char *buffer) {
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if (hasColor) {
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WRITE(p, " lowp vec3 unlitColor = a_color0.rgb;\n");
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} else {
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WRITE(p, " lowp vec3 unlitColor = vec3(u_matambientalpha);\n");
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WRITE(p, " lowp vec3 unlitColor = u_matambientalpha.rgb;\n");
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}
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// TODO: Declare variables for dots for shade mapping if needed.
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@ -364,7 +364,7 @@ void GenerateVertexShader(int prim, char *buffer) {
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WRITE(p, " vec3 halfVec%i = normalize(normalize(toLight%i) + vec3(0.0, 0.0, 1.0));\n", i, i);
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WRITE(p, " dot%i = dot(halfVec%i, worldnormal);\n", i, i);
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WRITE(p, " if (dot%i > 0.0)\n", i);
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WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) * (dot%i * lightScale%i));\n", i, specular, i, i, i);
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WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) * lightScale%i);\n", i, specular, i, i);
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}
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WRITE(p, " lightSum0 += vec4((u_lightambient%i + diffuse%i)*lightScale%i, 0.0);\n", i, i, i);
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}
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