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WS30 ultra shader - port ambient lighting fix

commit aca259acaccffbaf1cb264be423dda72c106150e
Author: vs <vs2009@mail.com>
Date:   Sat Oct 23 22:55:56 2021 +1000

    WS30 shaders: varying fix

commit 91b194f6766d432206cb013d99e0a96cd34ff33b
Author: vs <vs2009@mail.com>
Date:   Sat Oct 23 22:17:03 2021 +1000

    WS30 ultra shader: port the ambient lighting fix.
This commit is contained in:
Stuart Buchanan 2021-10-24 21:36:39 +01:00
parent c81870cff1
commit 63487bbe7b
3 changed files with 5 additions and 5 deletions

View file

@ -140,7 +140,7 @@ void main()
vec4 mat_diffuse = texture(diffuseArray, index);
vec4 mat_specular = texture(specularArray, index);
vec4 color = mat_diffuse * NdotL * gl_LightSource[0].diffuse;
vec4 color = gl_Color + mat_diffuse * NdotL * gl_LightSource[0].diffuse;
// Testing code:
// Use rlc even when looking up textures to recreate the extra performance hit

View file

@ -79,7 +79,7 @@ void main()
// this code is copied from default.vert
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
orthoTexCoord = orthophotoTexCoord;
@ -226,7 +226,7 @@ else // the faster, full-day version without lightfields
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
setupShadows(gl_ModelViewMatrix * gl_Vertex);
setupShadows(ecPosition);
}

View file

@ -79,7 +79,7 @@ void main()
// this code is copied from default.vert
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
orthoTexCoord = orthophotoTexCoord;
@ -226,7 +226,7 @@ else // the faster, full-day version without lightfields
gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0;
setupShadows(gl_ModelViewMatrix * gl_Vertex);
setupShadows(ecPosition);
}