Fixed bug where ambient light level was multiplied with itself in default shader.

git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@2871 127b21dd-08f5-0310-b4b7-95ae10353056
This commit is contained in:
Jens Ayton 2009-12-10 17:45:54 +00:00
parent 34a539f0e9
commit 8a4c33aff7
2 changed files with 2 additions and 2 deletions

View File

@ -270,7 +270,7 @@ void main(void)
vec3 light1Vector = normalize(vLight1Vector);
// Get ambient colour
vec4 ambientLight = gl_FrontMaterial.ambient * gl_LightModel.ambient;
vec4 ambientLight = gl_LightModel.ambient;
// Get emission colour
#if OOSTD_EMISSION || OOSTD_EMISSION_MAP

View File

@ -1112,7 +1112,7 @@ BOOL sun_light_on = NO;
BOOL demo_light_on = NO;
GLfloat demo_light_position[4] = { DEMO_LIGHT_POSITION, 1.0 };
#define DOCKED_AMBIENT_LEVEL 0.4f // Should be 0.05, temporarily 0.4 until lights are fixed
#define DOCKED_AMBIENT_LEVEL 0.2f // Should be 0.05, temporarily 0.4 until lights are fixed
#define DOCKED_ILLUM_LEVEL 0.7f
GLfloat docked_light_ambient[4] = { DOCKED_AMBIENT_LEVEL, DOCKED_AMBIENT_LEVEL, DOCKED_AMBIENT_LEVEL, 1.0f };
GLfloat docked_light_diffuse[4] = { DOCKED_ILLUM_LEVEL, DOCKED_ILLUM_LEVEL, DOCKED_ILLUM_LEVEL, 1.0f }; // white