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authorJesse Barker <jesse.barker@linaro.org>2012-12-11 11:09:55 -0800
committerJesse Barker <jesse.barker@linaro.org>2012-12-11 11:09:55 -0800
commit6f52195da3b55bf19e8f9093b73cc45e9a0288f8 (patch)
tree3f1beca14a2d5dd658f45465b7bde51a3c695c1d
parent916c6886409526451393a716cfd69e6db708ed5a (diff)
downloadglmark2-6f52195da3b55bf19e8f9093b73cc45e9a0288f8.tar.gz
SceneRefract: Index of refraction exiting the back of the object is back into
"air", so make it so.
-rw-r--r--data/shaders/light-refract.frag2
1 files changed, 1 insertions, 1 deletions
diff --git a/data/shaders/light-refract.frag b/data/shaders/light-refract.frag
index 184ba29..b1b8562 100644
--- a/data/shaders/light-refract.frag
+++ b/data/shaders/light-refract.frag
@@ -22,7 +22,7 @@ void main()
vec2 normcoord = (MapCoord.st + front_refraction.st + point_five) * point_five;
vec4 back_normal = texture2D(NormalMap, normcoord);
// Now refract again, using the minus normal from the lookup.
- vec3 back_refraction = refract(front_refraction, back_normal.xyz, 1.5);
+ vec3 back_refraction = refract(front_refraction, back_normal.xyz, 1.0);
vec2 imagecoord = (normcoord + back_refraction.st + point_five) * point_five;
vec4 texel = texture2D(ImageMap, imagecoord);
// Add in a specular component