Bugfix: made sure LOS is always thresholded to black

This was SVN commit r12561.
This commit is contained in:
myconid
2012-08-30 20:29:39 +00:00
parent 5f88bf8a79
commit ea11dee4fa
3 changed files with 3 additions and 0 deletions
@@ -246,6 +246,7 @@ void main()
#if !IGNORE_LOS
float los = texture2D(losTex, v_los).a;
los = los < 0.01 ? 0.0 : los;
color *= los;
#endif
@@ -219,6 +219,7 @@ void main()
#endif
float los = texture2D(losTex, v_los).a;
los = los < 0.01 ? 0.0 : los;
color *= los;
#if DECAL
@@ -53,6 +53,7 @@ void main()
specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
losMod = texture2D(losMap, gl_TexCoord[3].st).a;
losMod = losMod < 0.01 ? 0.0 : losMod;
gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;