diff options
Diffstat (limited to 'drivers/gles2/shaders/scene.glsl')
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index c2a4a2d4b3..bc83b69b49 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -84,7 +84,7 @@ uniform highp mat4 world_transform; uniform highp float time; -uniform float normal_mult; + #ifdef RENDER_DEPTH uniform float light_bias; @@ -330,11 +330,10 @@ void main() { #endif - vec3 normal = normal_attrib * normal_mult; + vec3 normal = normal_attrib; #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) vec3 tangent = tangent_attrib.xyz; - tangent *= normal_mult; float binormalf = tangent_attrib.a; vec3 binormal = normalize(cross(normal, tangent) * binormalf); #endif @@ -626,7 +625,7 @@ VERTEX_SHADER_CODE float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); - fog_amount = pow(fog_z, fog_depth_curve); + fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a; } #endif @@ -2027,7 +2026,7 @@ FRAGMENT_SHADER_CODE float fog_z = smoothstep(fog_depth_begin, fog_max_distance, length(vertex)); - fog_amount = pow(fog_z, fog_depth_curve); + fog_amount = pow(fog_z, fog_depth_curve) * fog_color_base.a; if (fog_transmit_enabled) { vec3 total_light = gl_FragColor.rgb; |