softgpu: Fix specular lighting (or rather, the dumb code that always threw away the result).

This commit is contained in:
Tony Wasserka 2013-06-29 14:05:58 +02:00 committed by neobrain
parent fd65b7c9b8
commit b1a4762251

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@ -107,7 +107,7 @@ void Process(VertexData& vertex)
float k = getFloat24(gstate.materialspecularcoef&0xFFFFFF);
specular_factor = pow(specular_factor, k);
/*if (specular_factor > 0.f)*/ {
if (specular_factor > 0.f) {
specular_color.r() += att * spot * lsc.r() * msc.r() * specular_factor / 255;
specular_color.g() += att * spot * lsc.g() * msc.g() * specular_factor / 255;
specular_color.b() += att * spot * lsc.b() * msc.b() * specular_factor / 255;
@ -119,7 +119,7 @@ void Process(VertexData& vertex)
vertex.color0.g() = final_color.g();
vertex.color0.b() = final_color.b();
if (!gstate.isUsingSecondaryColor())
if (gstate.isUsingSecondaryColor())
{
vertex.color1 = specular_color;
} else {