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-rw-r--r--data/shaders/lighting.frag6
-rw-r--r--data/shaders/lighting.vert2
2 files changed, 4 insertions, 4 deletions
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag
index d4cb035..6e3fe65 100644
--- a/data/shaders/lighting.frag
+++ b/data/shaders/lighting.frag
@@ -63,9 +63,9 @@ void main() {
float falloff, spot;
float diff_fac, spec_fac;
- falloff = 1/ ( gl_LightSource[0].constantAttenuation
- + gl_LightSource[0].linearAttenuation * light0dist
- + gl_LightSource[0].quadraticAttenuation * light0dist * light0dist );
+ falloff = 1.0 / ( gl_LightSource[0].constantAttenuation
+ + gl_LightSource[0].linearAttenuation * light0dist
+ + gl_LightSource[0].quadraticAttenuation * light0dist * light0dist );
spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0);
spot = pow(spot, gl_LightSource[0].spotExponent);
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index 99e9b37..af80574 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -39,7 +39,7 @@ void main() {
light0dist = length(vert_to_light);
light0vc = normalize(vert_to_light);
vert_to_eye = v4conv3(-vert);
- light0half = normalize(vert_to_eye + vert_to_light);
+ light0half = normalize(normalize(vert_to_eye) + light0vc);
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */