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Jason McKesson committed 3f836f2

Tut13: The Catalyst 11.5a fixes a driver bug, so we can remove our hack

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Files changed (2)

Documents/Illumination/Tutorial 13.xml

 {
     vec4 diffuseColor;
     vec4 specularColor;
-    vec4 specularShininess;
+    float specularShininess;
 };
 
 const int NUMBER_OF_SPHERES = 4;
                     <emphasis>contains</emphasis> an array. We bind all of the materials to the
                 shader, and let the shader pick which one it wants as needed. The source code to do
                 this is pretty straightforward.</para>
-            <note>
-                <para>Notice that the material <varname>specularShininess</varname> became a
-                        <type>vec4</type> instead of a simple <type>float</type>. This is due to an
-                    unfortunate bug in ATI's OpenGL implementation.</para>
-            </note>
             <para>As for how the material selection happens, that's simple. In our case, we use the
                 primitive identifier. The <varname>gl_PrimitiveID</varname> value written from the
                 vertex shader is used to index into the <varname>Mtl.material[]</varname>

Tut 13 Impostors/data/GeomImpostor.frag

 {
 	vec4 diffuseColor;
 	vec4 specularColor;
-	vec4 specularShininess;		//ATI Array Bug fix. Not really a vec4.
+	float specularShininess;
 };
 
 const int NUMBER_OF_SPHERES = 4;
 	
 	vec3 halfAngle = normalize(lightDir + viewDirection);
 	float angleNormalHalf = acos(dot(halfAngle, surfaceNormal));
-	float exponent = angleNormalHalf / material.specularShininess.x;		//ATI Array Bug fix. Not really a vec4.
+	float exponent = angleNormalHalf / material.specularShininess;
 	exponent = -(exponent * exponent);
 	float gaussianTerm = exp(exponent);
 
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