mirror of
https://github.com/OpenMW/openmw.git
synced 2025-02-20 23:09:42 +00:00
Actually use specular shininess parameter instead of hardcoded value.
This commit is contained in:
parent
7bbf0b5249
commit
5b2691e744
1 changed files with 1 additions and 1 deletions
|
@ -78,5 +78,5 @@ vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matS
|
|||
if (NdotL < 0.0)
|
||||
return vec3(0.,0.,0.);
|
||||
vec3 halfVec = normalize(lightDir - viewDirection);
|
||||
return pow(max(dot(viewNormal, halfVec), 0.0), 128.) * gl_LightSource[0].specular.xyz * matSpec;
|
||||
return pow(max(dot(viewNormal, halfVec), 0.0), shininess) * gl_LightSource[0].specular.xyz * matSpec;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue