Add specular mapping (uses alpha channel of diffuse texture)

actorid
scrawl 11 years ago
parent 147bc447a5
commit 5f1878eb54

@ -350,7 +350,8 @@
float depthPassthrough = objSpacePositionPassthrough.w;
#endif
shOutputColour(0) = shSample(diffuseMap, UV.xy);
float4 diffuse = shSample(diffuseMap, UV.xy);
shOutputColour(0) = diffuse;
#if DETAIL_MAP
#if @shPropertyString(detailMapUVSet)
@ -483,7 +484,7 @@
float3 halfVec = normalize (light0Dir + eyeDir);
float3 specular = pow(max(dot(normal, halfVec), 0), matShininess) * lightSpec0 * matSpec;
shOutputColour(0).xyz += specular * shadow;
shOutputColour(0).xyz += specular * shadow * diffuse.a;
#endif
#if FOG

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