From f2d61d4043850e89b2d2cb7bacffe628aef0b981 Mon Sep 17 00:00:00 2001 From: victorfisac Date: Mon, 30 May 2016 19:43:35 +0200 Subject: Remove normal depth Scaling normal depth (y axis) makes disappear the specular of fragments... So I think it can be removed, it is not a very useful/important attribute. --- src/rlgl.c | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'src/rlgl.c') diff --git a/src/rlgl.c b/src/rlgl.c index d781b755..b4569207 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -1816,9 +1816,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, material.texNormal.id); glUniform1i(material.shader.mapTexture1Loc, 1); // Normal texture fits in active texture unit 1 - - // TODO: Upload to shader normalDepth - //glUniform1f(???, material.normalDepth); } if ((material.texSpecular.id != 0) && (material.shader.mapTexture2Loc != -1)) @@ -2565,7 +2562,7 @@ static Shader LoadDefaultShader(void) // Load standard shader // NOTE: This shader supports: // - Up to 3 different maps: diffuse, normal, specular -// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth +// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness // - Up to 8 lights: Point, Directional or Spot static Shader LoadStandardShader(void) { -- cgit v1.2.3