Minor shader simplification

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Henrik Rydgard committed 2013-07-27 18:16:32 +02:00
1 parent bccfd9f2d7
commit 0ae3c041d2
2 files changed
+2 -4

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@@ -407,7 +407,6 @@ void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) {
if (!specularIsZero) {
WRITE(p, " lowp vec3 lightSum1 = vec3(0.0);\n");
WRITE(p, " mediump vec3 halfVec;\n");
}
if (!diffuseIsZero) {
WRITE(p, " vec3 toLight;\n");
@@ -470,8 +469,7 @@ void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) {
WRITE(p, " diffuse = (u_lightdiffuse%i * %s) * max(dot%i, 0.0);\n", i, diffuseStr, i);
if (doSpecular) {
WRITE(p, " halfVec = normalize(toLight + vec3(0.0, 0.0, 1.0));\n");
WRITE(p, " dot%i = dot(halfVec, worldnormal);\n", i);
WRITE(p, " dot%i = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n", i);
WRITE(p, " if (dot%i > 0.0)\n", i);
WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) %s);\n", i, specularStr, i, timesLightScale);
}
+1 -1
Submodule native updated: d1ce0e9c3e...31274a78c5.