From 7930ee807d04421ba1033a832d1822b112c46ea4 Mon Sep 17 00:00:00 2001 From: Ashley Miller-Jelfs Date: Thu, 8 Aug 2024 15:03:54 +0930 Subject: [PATCH] Fix Specular not using Material definition for Glossiness and Level --- wadsrc/static/shaders/scene/lightmodel_specular.glsl | 11 ++++------- 1 file changed, 4 insertions(+), 7 deletions(-) diff --git a/wadsrc/static/shaders/scene/lightmodel_specular.glsl b/wadsrc/static/shaders/scene/lightmodel_specular.glsl index b889034ab..a9d99c779 100644 --- a/wadsrc/static/shaders/scene/lightmodel_specular.glsl +++ b/wadsrc/static/shaders/scene/lightmodel_specular.glsl @@ -1,5 +1,5 @@ -vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA) +vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA, float glossiness, float specularLevel) { vec4 lightpos = lights[i]; vec4 lightspot1 = lights[i+2]; @@ -25,9 +25,6 @@ vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA) if (attenuation <= 0.0) return vec2(0.0); - float glossiness = uSpecularMaterial.x; - float specularLevel = uSpecularMaterial.y; - vec3 halfdir = normalize(viewdir + lightdir); float specAngle = clamp(dot(halfdir, normal), 0.0f, 1.0f); float phExp = glossiness * 4.0f; @@ -51,7 +48,7 @@ vec3 ProcessMaterialLight(Material material, vec3 color) for(int i=lightRange.x; i