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Specular on full


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  • 2 weeks later...

If the intension is a specular map, this would have to be added aswell :

 

After

uniform sampler2D texture1;//light map

 

Add

 

uniform sampler2D texture2;//spec map

 

Find

 

vec4 color_specular = materialcolorspecular;

 

Replace it using :

 

vec4 color_specular = materialcolorspecular*texture2D(texture2,ex_texcoords0);

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Im' not shader or even less programmer.

But this sort of shader must be standard and found on google easy , no ?

I used also some old 3D engine, having that normal map specular maps, they stored specular on alpha map (because this shader didn't used alpha for color and normal map)

http://www.rastertek.com/dx10tut21.html

http://www.bencloward.com/shaders_NormalMapSpecular3lights.shtml

Stop toying and make games

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  • 3 weeks later...

Cool.

What to do with color_specular

As it is used nowhere ? (that's why i got full specular)

Muts i decomment, tested several times and tried other ways , it don't works ?

 

lighting_specular and replace some value ?

 

Can someone post here the full shader ? i mean dynamic lightening with normal map and specular map.

Stop toying and make games

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  • 3 weeks later...
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