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fix red lighting with PVL in mac-os
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1f724cc336
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2 changed files with 8 additions and 3 deletions
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@ -72,6 +72,7 @@ uniform float distortionStrength;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 passLighting;
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centroid varying vec3 passDiffuseLighting;
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centroid varying vec3 passSpecular;
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centroid varying vec3 passSpecular;
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centroid varying vec3 shadowDiffuseLighting;
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centroid varying vec3 shadowDiffuseLighting;
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centroid varying vec3 shadowSpecularLighting;
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centroid varying vec3 shadowSpecularLighting;
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@ -220,7 +221,9 @@ vec2 screenCoords = gl_FragCoord.xy / screenRes;
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float shadowing = unshadowedLightRatio(-passViewPos.z);
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float shadowing = unshadowedLightRatio(-passViewPos.z);
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vec3 lighting, specular;
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vec3 lighting, specular;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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lighting = passLighting + shadowDiffuseLighting * shadowing;
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lighting = passDiffuseLighting * diffuseColor.xyz + passLighting;
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clampLightingResult(lighting);
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lighting += shadowDiffuseLighting * diffuseColor.xyz * shadowing;
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specular = passSpecular + shadowSpecularLighting * shadowing;
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specular = passSpecular + shadowSpecularLighting * shadowing;
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#else
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#else
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#if @specularMap
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#if @specularMap
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@ -53,6 +53,7 @@ varying vec2 glossMapUV;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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centroid varying vec3 passLighting;
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centroid varying vec3 passLighting;
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centroid varying vec3 passDiffuseLighting;
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centroid varying vec3 passSpecular;
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centroid varying vec3 passSpecular;
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centroid varying vec3 shadowDiffuseLighting;
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centroid varying vec3 shadowDiffuseLighting;
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centroid varying vec3 shadowSpecularLighting;
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centroid varying vec3 shadowSpecularLighting;
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@ -150,10 +151,11 @@ void main(void)
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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vec3 diffuseLight, ambientLight, specularLight;
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vec3 diffuseLight, ambientLight, specularLight;
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doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
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doLighting(viewPos.xyz, viewNormal, gl_FrontMaterial.shininess, diffuseLight, ambientLight, specularLight, shadowDiffuseLighting, shadowSpecularLighting);
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passLighting = getDiffuseColor().xyz * diffuseLight + getAmbientColor().xyz * ambientLight + getEmissionColor().xyz * emissiveMult;
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passLighting = getAmbientColor().xyz * ambientLight + getEmissionColor().xyz * emissiveMult;
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passDiffuseLighting = diffuseLight;
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passSpecular = getSpecularColor().xyz * specularLight * specStrength;
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passSpecular = getSpecularColor().xyz * specularLight * specStrength;
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clampLightingResult(passLighting);
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clampLightingResult(passLighting);
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shadowDiffuseLighting *= getDiffuseColor().xyz;
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clampLightingResult(passDiffuseLighting);
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shadowSpecularLighting *= getSpecularColor().xyz * specStrength;
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shadowSpecularLighting *= getSpecularColor().xyz * specStrength;
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#endif
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#endif
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