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
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@ -270,7 +270,7 @@ void main(void)
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vec3 light1Vector = normalize(vLight1Vector);
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// Get ambient colour
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vec4 ambientLight = gl_FrontMaterial.ambient * gl_LightModel.ambient;
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vec4 ambientLight = gl_LightModel.ambient;
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// Get emission colour
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#if OOSTD_EMISSION || OOSTD_EMISSION_MAP
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@ -1112,7 +1112,7 @@ BOOL sun_light_on = NO;
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BOOL demo_light_on = NO;
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GLfloat demo_light_position[4] = { DEMO_LIGHT_POSITION, 1.0 };
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#define DOCKED_AMBIENT_LEVEL 0.4f // Should be 0.05, temporarily 0.4 until lights are fixed
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#define DOCKED_AMBIENT_LEVEL 0.2f // Should be 0.05, temporarily 0.4 until lights are fixed
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#define DOCKED_ILLUM_LEVEL 0.7f
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GLfloat docked_light_ambient[4] = { DOCKED_AMBIENT_LEVEL, DOCKED_AMBIENT_LEVEL, DOCKED_AMBIENT_LEVEL, 1.0f };
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GLfloat docked_light_diffuse[4] = { DOCKED_ILLUM_LEVEL, DOCKED_ILLUM_LEVEL, DOCKED_ILLUM_LEVEL, 1.0f }; // white
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