Hello Christian,

On 07/29/2014 04:21 PM, Christian Bar wrote:
> In the meanwhile, I've discovered that the original shader actually works 
> with a directional light, but not with a point light. Otherwise, with my 
> modification it works with the point light, but not with the directional one.
>
> To make both lights work, I added after the line
> "    vec3 LightPosition = gl_LightSource[0].position.xyz;\n"
> of the original shader the following lines:
> "    if(gl_LightSource[0].position.w != 0.0)\n"
> "        LightPosition -= vec3(gl_ModelViewMatrix * gl_Vertex);\n"
> Also, in the fragment shader I added the light color to the fragment final 
> color calculation:
> "    color = clamp(gl_LightSource[0].diffuse.rgb * texcolor * basecolor * 
> intensity, 0.0, 1.0);\n"
> Hope this makes sense to you :)

sorry for the delay. Those are nice improvements, thanks for sending 
them! Committed.

        Cheers,
                Carsten

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