From 8d17b187f355cb06baf0e8757a642addeecb723a Mon Sep 17 00:00:00 2001 From: divverent Date: Wed, 1 Apr 2009 11:13:50 +0000 Subject: [PATCH] slightly more exact "exact specular math", prevents white dots on a mikeeusa map git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8836 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/gl_rmain.c b/gl_rmain.c index 3ad23498..5bf78225 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -975,7 +975,7 @@ static const char *builtinshaderstring = " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n" "# ifdef USESPECULAR\n" "# ifdef USEEXACTSPECULARMATH\n" -" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" +" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" "# else\n" " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" -- 2.39.2