Commit 685f3e79 authored by Mathias Goldau's avatar Mathias Goldau
Browse files

[FIX] Shader work now under Mac OS X too

parent 7d24a4b2
......@@ -9,30 +9,30 @@ const vec4 DEFAULT_BLACK = vec4(0.0, 0.0, 0.0, 0.0);
void directionalLight( in int i, in vec3 normal, in float shininess,
inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
{
float nDotVP;
float nDotHV;
float pf;
float nDotVP;
float nDotHV;
float pf;
vec3 L = normalize (gl_LightSource[i].position.xyz - vertex.xyz);
vec3 H = normalize (L + halfvec.xyz);
vec3 L = normalize (gl_LightSource[i].position.xyz - vertex.xyz);
vec3 H = normalize (L + halfvec.xyz);
nDotVP = max(0.0, dot(normal, normalize((gl_LightSource[i].position.xyz))));
nDotHV = max(0.0, dot(normal, H));
nDotVP = max(0.0, dot(normal, normalize((gl_LightSource[i].position.xyz))));
nDotHV = max(0.0, dot(normal, H));
if (nDotVP == 0.0)
pf = 0.0;
else
pf = pow(nDotHV, gl_FrontMaterial.shininess);
if (nDotVP == 0.0)
pf = 0.0;
else
pf = pow(nDotHV, gl_FrontMaterial.shininess);
ambient += gl_LightSource[i].ambient;
diffuse += gl_LightSource[i].diffuse * nDotVP;
specular += gl_LightSource[i].specular * pf;
ambient += gl_LightSource[i].ambient;
diffuse += gl_LightSource[i].diffuse * nDotVP;
specular += gl_LightSource[i].specular * pf;
}
void calculateLighting(in vec3 N, in float shininess, inout vec4 ambient, inout vec4 diffuse, inout vec4 specular)
{
directionalLight(0, N, shininess, ambient, diffuse, specular);
directionalLight(0, N, shininess, ambient, diffuse, specular);
}
......@@ -18,7 +18,7 @@ void main()
col = clamp(col, 0.0, 1.0);
col.a = opacity * 0.01;
col.a = float( opacity ) * 0.01; // MacOS X has old shader spec, no implicit conversion to float takes place
gl_FragColor = col;
}
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