fixed shading doesn't effect the alpha channel

This commit is contained in:
Ian Curtis 2017-08-14 16:10:26 +00:00
parent c12e4c3215
commit 81188bee07

View file

@ -22,7 +22,7 @@ attribute vec3 inVertex;
attribute vec3 inNormal;
attribute vec2 inTexCoord;
attribute vec4 inColour;
attribute vec4 inFixedShade;
attribute vec3 inFixedShade;
// outputs to fragment shader
varying float fsFogFactor;
@ -38,14 +38,14 @@ vec4 GetVertexColour()
if(fixedShading) {
if(hardwareStep==0x15) {
if(!lightEnabled) {
polyColour += inFixedShade; // + vp ambient??
polyColour.rgb += inFixedShade; // + vp ambient??
}
else {
polyColour *= (inFixedShade + lighting[1].y); // fixed shade value + viewport ambient
polyColour.rgb *= (inFixedShade + lighting[1].y); // fixed shade value + viewport ambient
}
}
else {
polyColour *= inFixedShade; //todo work out what ambient does. Probably a min clamp or 1-min clamp for signed values
polyColour.rgb *= inFixedShade; //todo work out what ambient does. Probably a min clamp or 1-min clamp for signed values
}
}