mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-08-06 21:44:08 -06:00
Fixed bug in calculating the specular component of the color in shaders
This commit is contained in:
parent
ce2e53dbfa
commit
0e2fba6d6f
2 changed files with 12 additions and 4 deletions
|
@ -35,12 +35,16 @@ void main()
|
|||
intensity.y = 0.0;
|
||||
|
||||
if (NdotL > 0.0)
|
||||
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
{
|
||||
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
}
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular)
|
||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
if (NdotL > 0.0)
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
// Scaled to widths of the Z texture.
|
||||
if (object_max_z > 0.0)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue