Tackle some lighting artifacts
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96193187b7
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24375cfcb6
1 changed files with 8 additions and 42 deletions
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@ -20,7 +20,6 @@ varying vec3 vertVec;
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varying float alpha;
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uniform sampler2D BaseTex;
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//uniform sampler2D LightMapTex;
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uniform sampler2D NormalTex;
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uniform sampler2D ReflMapTex;
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uniform sampler2D ReflGradientsTex;
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@ -30,8 +29,6 @@ uniform sampler2D GrainTex;
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uniform int dirt_enabled;
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uniform int dirt_multi;
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//uniform int lightmap_enabled;
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//uniform int lightmap_multi;
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uniform int nmap_dds;
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uniform int nmap_enabled;
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uniform int refl_enabled;
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@ -49,10 +46,6 @@ uniform float amb_correction;
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uniform float dirt_b_factor;
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uniform float dirt_g_factor;
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uniform float dirt_r_factor;
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//uniform float lightmap_a_factor;
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//uniform float lightmap_b_factor;
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//uniform float lightmap_g_factor;
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//uniform float lightmap_r_factor;
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uniform float nmap_tile;
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uniform float refl_correction;
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uniform float refl_fresnel;
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@ -90,10 +83,6 @@ uniform bool use_IR_vision;
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const float EarthRadius = 5800000.0;
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const float terminator_width = 200000.0;
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//uniform vec3 lightmap_r_color;
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//uniform vec3 lightmap_g_color;
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//uniform vec3 lightmap_b_color;
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//uniform vec3 lightmap_a_color;
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uniform vec3 dirt_r_color;
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uniform vec3 dirt_g_color;
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@ -328,8 +317,10 @@ void main (void)
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if (cRnd > 1.0 - cDisc) {cPresent = 1.0;}
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float cColorRnd = (cRnd - 1.0 + cDisc)/ max(cDisc, 0.05);
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float cColorRnd2 = rand2D(vec2 (cDomain, 0.5));
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vec3 cColor = vec3 (0.7 * (1.0 - cColorRnd), 0.7 * 2.0 * (0.5 - abs(cColorRnd - 0.5)) , 0.7 * cColorRnd);
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vec3 cColor = vec3 (0.8 * (1.0 - cColorRnd), 0.8 * 2.0 * (0.5 - abs(cColorRnd - 0.5)) , 0.8 * cColorRnd);
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cColor *= cColorRnd2;
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float cPos = cTag;
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if (cSign > 0.0) {cPos = 1.0 - cPos;}
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@ -431,9 +422,12 @@ void main (void)
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vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf + gl_FrontMaterial.specular * light_ambient * pf1;
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Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(vertVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);
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vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
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//vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
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vec4 color = Diffuse * gl_FrontMaterial.diffuse;
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color = clamp( color, 0.0, 1.0 );
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////////////////////////////////////////////////////////////////////
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//BEGIN reflect
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////////////////////////////////////////////////////////////////////
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@ -539,41 +533,13 @@ void main (void)
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* ambient_offset ;
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ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
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color += ambient;
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color.a = texel.a * alpha;
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vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
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fragColor += Specular * nmap.a;
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//////////////////////////////////////////////////////////////////////
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// BEGIN lightmap
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//////////////////////////////////////////////////////////////////////
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/*
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if ( lightmap_enabled >= 1 ) {
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vec3 lightmapcolor = vec3(0.0);
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vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
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lightmap_b_factor, lightmap_a_factor);
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lightmapFactor = lightmapFactor * lightmapTexel;
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if (lightmap_multi > 0 ){
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//lightmapcolor = lightmap_r_color * lightmapFactor.r +
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// lightmap_g_color * lightmapFactor.g +
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// lightmap_b_color * lightmapFactor.b +
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// lightmap_a_color * lightmapFactor.a ;
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lightmapcolor = lightmap_r_color * lightmapFactor.r;
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lightmapcolor = addLights(lightmapcolor, lightmap_g_color * lightmapFactor.g);
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lightmapcolor = addLights(lightmapcolor, lightmap_b_color * lightmapFactor.b);
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lightmapcolor = addLights(lightmapcolor, lightmap_a_color * lightmapFactor.a);
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} else {
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lightmapcolor = lightmapTexel.rgb * lightmap_r_color * lightmapFactor.r;
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}
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fragColor.rgb = max(fragColor.rgb, lightmapcolor * gl_FrontMaterial.diffuse.rgb * smoothstep(0.0, 1.0, mixedcolor*.5 + lightmapcolor*.5));
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}
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*/
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//////////////////////////////////////////////////////////////////////
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// END lightmap
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/////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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// BEGIN procedural lightmap
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