Deatheffect color now correctly calculated

This commit is contained in:
Tleety
2016-02-02 10:58:00 +01:00
parent 8299b99e2f
commit 9c2e459e0c
5 changed files with 38 additions and 21 deletions
+2 -1
View File
@@ -55,6 +55,7 @@ in VertexData{
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
float ExplosionPercentageElapsed;
}Input;
out vec4 sceneColor;
@@ -148,7 +149,7 @@ void main()
totalLighting.Specular += light_result.Specular;
}
vec4 color_result = Color * diffuseTexel * DiffuseColor * Input.ExplosionColor;
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;