diff options
Diffstat (limited to 'drivers/gles2/shaders/material.glsl')
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index e5be25757d..704a22c5d1 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -820,7 +820,7 @@ void main() { vec3 binormal = normalize(binormal_interp)*side; vec3 tangent = normalize(tangent_interp)*side; #endif -// vec3 normal = abs(normalize(normal_interp))*side; + //vec3 normal = abs(normalize(normal_interp))*side; vec3 normal = normalize(normal_interp)*side; #if defined(ENABLE_SCREEN_UV) vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult; @@ -989,7 +989,7 @@ FRAGMENT_SHADER_CODE #ifdef LIGHT_USE_PSSM -// if (vertex_interp.z > light_pssm_split) { + //if (vertex_interp.z > light_pssm_split) { #if 0 highp vec3 splane = vec3(0.0,0.0,0.0); @@ -1261,12 +1261,12 @@ LIGHT_SHADER_CODE vec3 ambient = const_light_mult*ambient_light*diffuse.rgb; # if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT) -// ambient*=diffuse_interp.a; //attenuation affects ambient too + //ambient*=diffuse_interp.a; //attenuation affects ambient too # endif -// diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient; -// diffuse.rgb+=emission * const_light_mult; + //diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient; + //diffuse.rgb+=emission * const_light_mult; diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient; diffuse.rgb+=emission * const_light_mult; |