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authorweigao <weigao@multicorewareinc.com>2014-08-01 14:36:15 +0800
committerMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-08-06 20:45:10 +0200
commitb757ac0b20ed2c6d34c0fee9ba638887fd8e7743 (patch)
tree27be85b6436e1265b6061149eb11243b80f4a348 /chart2/opengl/shape3DFragmentShaderV300.glsl
parent5d50115229c21cbd865ba9d54e7c4626b7e1dcc3 (diff)
fix the light power in 3.0 version
Change-Id: I0a8e86f513386b7ce0eebb38d3257c275e86085c
Diffstat (limited to 'chart2/opengl/shape3DFragmentShaderV300.glsl')
-rw-r--r--chart2/opengl/shape3DFragmentShaderV300.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/chart2/opengl/shape3DFragmentShaderV300.glsl b/chart2/opengl/shape3DFragmentShaderV300.glsl
index 31a32e04232a..fee81d469d3d 100644
--- a/chart2/opengl/shape3DFragmentShaderV300.glsl
+++ b/chart2/opengl/shape3DFragmentShaderV300.glsl
@@ -41,8 +41,7 @@ void main()
vec3 totalAmbient = lightAmbient.rgb *
MaterialDiffuseColor *
- materialAmbient.rgb
- * 5.0;
+ materialAmbient.rgb;
if ((twoSidesLighting == 1) && (!gl_FrontFacing))
{