Merge pull request #366 from dariomanesku/master

Cleanup.
This commit is contained in:
Branimir Karadžić 2015-04-30 17:24:35 -07:00
commit 5c6854c684

View file

@ -18,12 +18,12 @@ uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS];
uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS];
SAMPLER2D(u_texColor, 0);
#define u_ambientPass u_params.x
#define u_lightningPass u_params.y
#define u_lightCount u_params.z
#define u_lightIndex u_params.w
#define u_specular u_specular_shininess.xyz
#define u_shininess u_specular_shininess.w
#define u_ambientPass u_params.x
#define u_lightingPass u_params.y
#define u_lightCount u_params.z
#define u_lightIndex u_params.w
#define u_specular u_specular_shininess.xyz
#define u_shininess u_specular_shininess.w
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
@ -67,17 +67,18 @@ void main()
for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
{
float condition = 0.0;
if (u_lightCount > 1.0)
if (u_lightCount > 1.0) // Stencil Reflection Scene.
{
condition = 1.0 - step(u_lightCount, float(ii));
condition = 1.0 - step(u_lightCount, float(ii)); // True for every light up to u_lightCount.
}
else
else // Projection Shadows Scene.
{
condition = float(float(ii) == u_lightIndex);
condition = float(float(ii) == u_lightIndex); // True only for current light.
}
lightColor += calcLight(ii, v_view, normal, viewDir) * condition;
}
lightColor *= u_lightningPass;
lightColor *= u_lightingPass;
vec3 color = toLinear(texture2D(u_texColor, v_texcoord0)).xyz;