Optimization of specular calculation in fragment shader

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4027
This commit is contained in:
kearwood
2012-04-05 21:47:49 +00:00
parent 75e42c08fd
commit 03b749b93c

View File

@@ -109,9 +109,9 @@ void main()
#if ENABLE_PER_PIXEL == 1
mediump float lamberFactor = max(0.0,dot(lightVec, normal));
mediump float specularFactor = 0.0;
if(material_shininess > 0.0) {
specularFactor = max(0.0,pow(dot(halfVec,normal), material_shininess));
}
//if(material_shininess > 0.0) {
specularFactor = max(0.0,pow(max(dot(halfVec,normal), 0.0), material_shininess));
//}
#endif
#if HAS_DIFFUSE_MAP == 1