OpenSubdiv: Support shadeless shading

This commit is contained in:
2015-08-03 20:18:33 +02:00
parent c2dc6aa946
commit 0951ea2c6d

View File

@@ -246,15 +246,13 @@ void main()
float diffuse_bsdf = max(dot(N, light_direction), 0.0);
L_diffuse += light_diffuse * diffuse_bsdf;
/* Specular light. */
vec4 Plight = lightSource[i].position;
vec3 l = (Plight.w == 0.0)
? normalize(Plight.xyz) : normalize(Plight.xyz -
inpt.v.position.xyz);
/* Specular light. */
vec3 light_specular = lightSource[i].specular.rgb;
vec3 H = normalize(l + vec3(0,0,1));
float specular_bsdf = pow(max(dot(N, H), 0.0),
shininess);
L_specular += light_specular * specular_bsdf;
@@ -325,7 +323,9 @@ void main()
/* Sum lighting. */
vec3 L = /*gl_FrontLightModelProduct.sceneColor.rgb +*/ L_diffuse;
L += L_specular * specular.rgb;
if (shininess != 0.0f) {
L += L_specular * specular.rgb;
}
/* Write out fragment color. */
gl_FragColor = vec4(L, alpha);