With fixed shading, when lighting is disabled, fixed shading appears to be a flat shaded version based upon the poly colour, instead of per vertex attributes.

This commit is contained in:
Ian Curtis 2017-08-15 20:50:36 +00:00
parent 2422caadc6
commit b1cc9a615d

View file

@ -37,11 +37,11 @@ vec4 GetVertexColour()
if(fixedShading) {
if(hardwareStep==0x15) {
if(!lightEnabled) {
polyColour.rgb += inFixedShade; // + vp ambient??
if(lightEnabled) {
polyColour.rgb *= (inFixedShade + lighting[1].y); // per vertex brightness + ambient
}
else {
polyColour.rgb *= (inFixedShade + lighting[1].y); // fixed shade value + viewport ambient
polyColour.rgb += lighting[1].y; // this is similar to above but basically a flat shaded version. So poly colour + ambient
}
}
else {