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Blinn-Phong Specular Changes
Based on the work done here: http://www.garagegames.com/community/blogs/view/21032
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f5246bb809
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25 changed files with 167 additions and 26 deletions
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@ -54,6 +54,7 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
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mToneMapTexSC = shader->getShaderConstHandle(ShaderGenVars::toneMap);
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mSpecularColorSC = shader->getShaderConstHandle(ShaderGenVars::specularColor);
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mSpecularPowerSC = shader->getShaderConstHandle(ShaderGenVars::specularPower);
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mSpecularStrengthSC = shader->getShaderConstHandle(ShaderGenVars::specularStrength);
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mParallaxInfoSC = shader->getShaderConstHandle("$parallaxInfo");
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mFogDataSC = shader->getShaderConstHandle(ShaderGenVars::fogData);
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mFogColorSC = shader->getShaderConstHandle(ShaderGenVars::fogColor);
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@ -993,6 +994,7 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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shaderConsts->setSafe(handles->mSpecularColorSC, mMaterial->mSpecular[stageNum]);
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shaderConsts->setSafe(handles->mSpecularPowerSC, mMaterial->mSpecularPower[stageNum]);
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shaderConsts->setSafe(handles->mSpecularStrengthSC, mMaterial->mSpecularStrength[stageNum]);
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shaderConsts->setSafe(handles->mParallaxInfoSC, mMaterial->mParallaxScale[stageNum]);
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shaderConsts->setSafe(handles->mMinnaertConstantSC, mMaterial->mMinnaertConstant[stageNum]);
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