mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-09-19 01:16:45 -04:00
Actually use specular shininess parameter instead of hardcoded value.
This commit is contained in:
parent
7bbf0b5249
commit
5b2691e744
@ -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…
x
Reference in New Issue
Block a user