Quick fix for big cloud lighting artifact

This commit is contained in:
Michaël Lemaire 2013-06-20 23:47:40 +02:00
parent da27cc9b1e
commit c49dec4331
2 changed files with 2 additions and 2 deletions

View file

@ -129,7 +129,7 @@ static void _walkerMaterialCallback(CloudsWalker* walker)
data->out_scattering += 0.5 * density_integral;
Color in_scattering = renderer->applyLightingToSurface(renderer, segment->start.location, VECTOR_UP, &layer->material);
Color in_scattering = renderer->applyLightingToSurface(renderer, segment->start.location, VECTOR_ZERO, &layer->material);
in_scattering.r *= density_integral * 5.0;
in_scattering.g *= density_integral * 5.0;
in_scattering.b *= density_integral * 5.0;

View file

@ -175,7 +175,7 @@ Color lightingApplyOneLight(LightDefinition* light, Vector3 eye, Vector3 locatio
double specular = v3Dot(reflect, view);
if (specular > 0.0)
{
specular = pow(specular, material->shininess) * material->reflection * light->reflection;
specular = pow(specular, material->shininess) * material->reflection * light->reflection * normal_norm;
if (specular > 0.0)
{
result.r += specular * light_color.r;