Merge branch 'work' of D:\Git_New\fgdata
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commit
75a5bb8c87
3 changed files with 20 additions and 18 deletions
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@ -61,8 +61,6 @@ void main() {
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if ( spec_emis.a < 0.1 )
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discard;
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vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
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float len = length(normal);
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normal /= len;
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vec3 viewDir = normalize(ray);
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vec3 pos = position( viewDir, coords, depth_tex );
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@ -72,14 +70,15 @@ void main() {
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lightDir = normalize( lightDir );
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vec3 color = texture2D( color_tex, coords ).rgb;
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vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
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vec3 halfDir = lightDir - viewDir;
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len = length( halfDir );
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vec3 halfDir = normalize( lightDir - viewDir );
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vec3 Ispec = vec3(0.0);
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vec3 Iemis = spec_emis.z * color;
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if (len > 0.0001) {
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halfDir /= len;
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Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
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}
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float cosAngIncidence = clamp(dot(normal, lightDir), 0.0, 1.0);
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float blinnTerm = clamp( dot( halfDir, normal ), 0.0, 1.0 );
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if (cosAngIncidence > 0.0)
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Ispec = pow( blinnTerm, spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
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float matID = texture2D( color_tex, coords ).a * 255.0;
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if (matID >= 254.0)
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@ -17,22 +17,21 @@ void main() {
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if ( spec_emis.a < 0.1 )
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discard;
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vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg);
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float len = length(normal);
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normal /= len;
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vec3 viewDir = normalize(ray);
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vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;
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lightDir = normalize( lightDir );
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vec3 color = texture2D( color_tex, coords ).rgb;
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vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;
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vec3 halfDir = lightDir - viewDir;
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len = length( halfDir );
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vec3 halfDir = normalize( lightDir - viewDir );
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vec3 Ispec = vec3(0.0);
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vec3 Iemis = spec_emis.z * color;
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if (len > 0.0001) {
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halfDir /= len;
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Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 255.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
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}
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float cosAngIncidence = clamp(dot(normal, lightDir), 0.0, 1.0);
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float blinnTerm = clamp( dot( halfDir, normal ), 0.0, 1.0 );
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if (cosAngIncidence > 0.0)
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Ispec = pow( blinnTerm, spec_emis.y * 128.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;
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float matID = texture2D( color_tex, coords ).a * 255.0;
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if (matID >= 254.0)
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@ -18,8 +18,12 @@ void main(void)
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float numVarieties = gl_Normal.z;
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float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;
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texFract += floor(gl_MultiTexCoord0.x) / numVarieties;
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float sr = sin(gl_FogCoord);
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float cr = cos(gl_FogCoord);
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// Determine the rotation for the tree. The Fog Coordinate provides rotation information
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// to rotate one of the quands by 90 degrees. We then apply an additional position seed
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// so that trees aren't all oriented N/S
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float sr = sin(gl_FogCoord + gl_Color.x);
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float cr = cos(gl_FogCoord + gl_Color.x);
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gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);
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// scaling
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