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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/intern/gpu_shader_material.glsl16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_material.glsl b/source/blender/gpu/intern/gpu_shader_material.glsl
index ec8c725d2a5..bca62576622 100644
--- a/source/blender/gpu/intern/gpu_shader_material.glsl
+++ b/source/blender/gpu/intern/gpu_shader_material.glsl
@@ -1305,10 +1305,10 @@ void shade_cubic(float is, out float outis)
void shade_visifac(float i, float visifac, float refl, out float outi)
{
- if(i > 0.0)
- outi = i*visifac*refl;
- else
- outi = i;
+ /*if(i > 0.0)*/
+ outi = max(i*visifac*refl, 0.0);
+ /*else
+ outi = i;*/
}
void shade_tangent_v_spec(vec3 tang, out vec3 vn)
@@ -1338,9 +1338,9 @@ void shade_hemi_spec(vec3 vn, vec3 lv, vec3 view, float spec, float hard, float
void shade_phong_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac)
{
vec3 h = normalize(l + v);
- float rslt = dot(h, n);
+ float rslt = max(dot(h, n), 0.0);
- specfac = (rslt > 0.0)? pow(rslt, hard): 0.0;
+ specfac = pow(rslt, hard);
}
void shade_cooktorr_spec(vec3 n, vec3 l, vec3 v, float hard, out float specfac)
@@ -1499,8 +1499,8 @@ void test_shadowbuf(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, flo
else {
vec4 co = shadowpersmat*vec4(rco, 1.0);
- float bias = (1.5 - inp*inp)*shadowbias;
- co.z -= bias*co.w;
+ //float bias = (1.5 - inp*inp)*shadowbias;
+ co.z -= shadowbias*co.w;
result = shadow2DProj(shadowmap, co).x;
}