diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7874a693ba1..4c0266f76c7 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -5280,7 +5280,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer if (settings->localviewer) shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); else - shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n"); + shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)" " * gl_LightSource[%u].specular) / att;\n", i); break; @@ -5305,7 +5305,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer if (settings->localviewer) shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); else - shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n"); + shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)" " * gl_LightSource[%u].specular) * att;\n", i); break; @@ -5317,7 +5317,12 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer *buffer shader_addline(buffer, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i); shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)" " * gl_LightSource[%u].diffuse.xyz;\n", i); - shader_addline(buffer, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i); + /* TODO: In the non-local viewer case the halfvector is constant + * and could be precomputed and stored in a uniform. */ + if (settings->localviewer) + shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n"); + else + shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n"); shader_addline(buffer, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)" " * gl_LightSource[%u].specular;\n", i); break;