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author | Jesse Barker <jesse.barker@linaro.org> | 2012-12-11 11:09:55 -0800 |
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committer | Jesse Barker <jesse.barker@linaro.org> | 2012-12-11 11:09:55 -0800 |
commit | 6f52195da3b55bf19e8f9093b73cc45e9a0288f8 (patch) | |
tree | 3f1beca14a2d5dd658f45465b7bde51a3c695c1d | |
parent | 916c6886409526451393a716cfd69e6db708ed5a (diff) | |
download | glmark2-6f52195da3b55bf19e8f9093b73cc45e9a0288f8.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.frag | 2 |
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 |