Changed iso surface lighting to ignore intensity of the texture

This commit is contained in:
Robert Osfield
2009-02-12 14:01:53 +00:00
parent c3bad2bd04
commit 98df276818

View File

@@ -104,9 +104,9 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
" vec3 normal = normalize(grad);\n"
" float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection))*0.9;\n"
"\n"
" color.x *= lightScale;\n"
" color.y *= lightScale;\n"
" color.z *= lightScale;\n"
" color.x = lightScale;\n"
" color.y = lightScale;\n"
" color.z = lightScale;\n"
" }\n"
" \n"
" if (color.w>1.0) color.w = 1.0; \n"