From: Zeg9 Date: Fri, 2 Aug 2013 10:32:21 +0000 (+0200) Subject: Fix texture bumpmapping on some GPUs X-Git-Url: http://81.2.79.47:8989/gitweb/?a=commitdiff_plain;h=44eb01695a1e8f4322ca2f8553c98c5d5523c93e;p=zefram%2Fminetest%2Fminetest_engine.git Fix texture bumpmapping on some GPUs --- diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl index ea618384..bf6bbf04 100644 --- a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl +++ b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl @@ -26,8 +26,7 @@ void main (void) float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - vec4 vSpecular = 0.2*specular * diffuse; - color += vSpecular; + color += vec3(0.2*specular*diffuse); col = vec4(color.r, color.g, color.b, alpha); diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl index 6203592f..c72e8cbc 100644 --- a/client/shaders/bumpmaps_solids/opengl_fragment.glsl +++ b/client/shaders/bumpmaps_solids/opengl_fragment.glsl @@ -26,8 +26,7 @@ void main (void) float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - vec4 vSpecular = 0.2*specular * diffuse; - color += vSpecular; + color += vec3(0.2*specular*diffuse); col = vec4(color.r, color.g, color.b, alpha);