#endif\r
vec2 Optics_SphereCoord2(in vec3 dir){\r
float dzplus1 = dir.z + 1.0;\r
- float m = 2 * sqrt(dir.x * dir.x + dir.y * dir.y + dzplus1 * dzplus1);\r
+ float m = 2.0 * sqrt(dir.x * dir.x + dir.y * dir.y + dzplus1 * dzplus1);\r
return vec2(dir.x / m + 0.5, dir.y / m + 0.5);\r
}\r
\r
SpecularSum2 = vec4(1.0);\r
light.y = 1.0;\r
#endif\r
- if (isnan(light.y)) {\r
- light.y = 0;\r
+// if (isnan(light.y)) {\r
+ if (light.y != light.y) {\r
+ light.y = 0.0;\r
}\r
// gl_FragColor = (AmbientSum * diffuseColor +\r
// DiffuseSum * diffuseColor + //* light.x +\r
\r
LightMode MultiPass\r
\r
- VertexShader GLSL120: MatDefs/pmd/pmd_cartoon.vert\r
- FragmentShader GLSL120: MatDefs/pmd/pmd_cartoon.frag\r
+ VertexShader GLSL100: MatDefs/pmd/pmd_cartoon.vert\r
+ FragmentShader GLSL100: MatDefs/pmd/pmd_cartoon.frag\r
\r
// VertexShader GLSL100: Common/MatDefs/Light/Lighting.vert\r
// FragmentShader GLSL100: Common/MatDefs/Light/Lighting.frag\r
vec3 N = normalize( (g_WorldMatrix * vec4(normalize(normal.xyz), 0.0)).xyz );\r
\r
refVec.xyz = reflect(I, N);\r
- refVec.w = 1;//m_FresnelParams.x + m_FresnelParams.y * pow(1.0 + dot(I, N), m_FresnelParams.z);\r
+ refVec.w = 1.0;//m_FresnelParams.x + m_FresnelParams.y * pow(1.0 + dot(I, N), m_FresnelParams.z);\r
}\r
// #endif\r
\r