* Hopefully fix incorrect parallax map
* Multiply specular by diffuse factor to prevent physically impossible shininess (compare TestNormalMapping to understand the difference)
git-svn-id: http://jmonkeyengine.googlecode.com/svn/trunk@8006
75d07b2b-3a1a-0410-a2c5-
0572b91ccdca
float att = vLightDir.w;\r
#endif\r
\r
+ specularFactor *= diffuseFactor;\r
+\r
return vec2(diffuseFactor, specularFactor) * vec2(att);\r
}\r
#endif\r
float heightBias = heightScale * -0.5;\r
vec3 normView = normalize(vViewDir);\r
h = (h * heightScale + heightBias) * normView.z;\r
- newTexCoord = texCoord + (h * -normView.xy);\r
+ newTexCoord = texCoord + (h * normView.xy);\r
#else\r
newTexCoord = texCoord;\r
#endif\r