I'm sorry I don't get it, what exactly do you want to do?

Your title says 'light bleeding' which is something completely different (belongs to that global/indirect illumination stuff)

Edit: I think I understood now
if you're trying to get a similar look without normalmapping:

make a copy of your shader -> rip out the normalmapping part -> profit


Edit#2: and I misunderstood again, I thought you were looking for an actual shader...

I haven't seen a fixed function shader with 'good' lighting.
(The default lighting has an ugly falloff, doesn't support high dynamic range lighting, is vertex based and looks like it is from 1999)
However, why don't you use just a "normal" shader (I'm not a fan of that fixed function stuff)?

Last edited by Kartoffel; 07/05/14 05:27.

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