Commit 815d1416 authored by Jan Möbius's avatar Jan Möbius

Fixed ward fragment shader as ati is more strict when compiling glsl shaders

git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@3965 383ad7c9-94d9-4d36-a494-682f7c89f535
parent 89bed4d9
......@@ -34,8 +34,8 @@ vec4 ward_direct(int lightSource)
float G = (IdotD * NdotI);
float HdotN = dot(h, n);
vec4 f_R = ward_diffuse * pi_rec + (ward_specular * exp((HdotN * HdotN - 1) / (HdotN * HdotN * ward_alpha * ward_alpha)))
/ (4 * pi * ward_alpha * ward_alpha * sqrt(NdotI * NdotO));
vec4 f_R = vec4( ward_diffuse * pi_rec + (ward_specular * exp((HdotN * HdotN - 1.0) / (HdotN * HdotN * ward_alpha * ward_alpha)))
/ (4.0 * pi * ward_alpha * ward_alpha * sqrt(NdotI * NdotO)) );
color = gl_LightSource[lightSource].diffuse * f_R * G;
}
......
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