opengl.shaders.lighting: Work around problem with specular highlighting.

This commit is contained in:
Rod Kay
2024-02-25 18:35:44 +11:00
parent 6e2edae1fb
commit d328369d24

View File

@@ -36,7 +36,7 @@ apply_Light (light Light,
// Directional light.
//
Surface_to_Light = normalize (-Light.Site.xyz);
Attenuation = 1.0; // No attenuation for directional lights.
Attenuation = 1.0; // No attenuation for directional lights.
}
else
{
@@ -62,19 +62,20 @@ apply_Light (light Light,
}
}
vec3 lit_surface_Color = surface_Color * Light.Color;
vec3 lit_surface_Color = surface_Color * Light.Color;
vec3 Ambient = Light.ambient_Coefficient * lit_surface_Color;
float diffuse_Coefficient = max (0.0,
dot (Normal,
Surface_to_Light));
Surface_to_Light));
vec3 Diffuse = diffuse_Coefficient * lit_surface_Color;
float specular_Coefficient = 0.0;
if (diffuse_Coefficient > 0.0)
{
specular_Coefficient = pow (max (0.0,
dot (Surface_to_Camera,
specular_Coefficient = pow (max (0.01, // Using '0.0' produces wierd results when
dot (Surface_to_Camera, // light shines directly on a flat surface.
reflect (-Surface_to_Light,
Normal))),
frag_Shine);
@@ -82,7 +83,7 @@ apply_Light (light Light,
vec3 Specular = specular_Coefficient * specular_Color * Light.Color;
return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
return Ambient + Attenuation * (Diffuse + Specular); // Linear color (before gamma correction).
}