1
0
Fork 0

Discard approximate HV solution in ALS model shader

This commit is contained in:
Thorsten Renk 2016-12-11 17:30:33 +02:00
parent b00d4c9c4f
commit 320eab688f

View file

@ -134,6 +134,8 @@ void main (void)
vec3 mixedcolor;
vec3 N = vec3(0.0,0.0,1.0);
float pf = 0.0;
float pf1 = 0.0;
///some generic light scattering parameters
@ -217,7 +219,9 @@ void main (void)
light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.7,earthShade) ));
}
vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
vec3 ecViewDir = (gl_ModelViewMatrix * (ep - vec4(rawpos, 1.0))).xyz;
vec3 HV = normalize(normalize(gl_LightSource[0].position.xyz) + normalize(ecViewDir));
/// END light
@ -260,12 +264,13 @@ void main (void)
vec4 rainbow = texture2D(ReflGradientsTex, vec2(v, 0.25));
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
//float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
float nDotHV = max(0.0, dot(N,HV));
//glare on the backside of tranparent objects
if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0)
&& dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)) * (1.0 -texel.a) );
nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz)) * (1.0 -texel.a) );
nDotHV = max(0.0, dot(-N, HV) * (1.0 -texel.a) );
}
float nDotVP1 = 0.0;