Put the color of night lighting in a uniform
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24d8e9293c
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2 changed files with 7 additions and 1 deletions
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@ -107,6 +107,11 @@
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<type>float</type>
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<type>float</type>
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<value type="float">2000.0</value>
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<value type="float">2000.0</value>
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</uniform>
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</uniform>
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<uniform>
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<name>night_color</name>
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<type>float-vec3</type>
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<value type="vec3d">0.75 0.59 0.05</value>
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</uniform>
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</pass>
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</pass>
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</technique>
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</technique>
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</PropertyList>
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</PropertyList>
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@ -17,6 +17,7 @@ uniform sampler2D BaseTex;
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uniform sampler2D NormalTex;
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uniform sampler2D NormalTex;
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uniform float depth_factor;
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uniform float depth_factor;
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uniform float tile_size;
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uniform float tile_size;
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uniform vec3 night_color;
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const float zFar = 120000.0;
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const float zFar = 120000.0;
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const float zNear = 100.0;
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const float zNear = 100.0;
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@ -94,7 +95,7 @@ void main (void)
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float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis;
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float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis;
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vec4 tc = texture2D(BaseTex, uv);
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vec4 tc = texture2D(BaseTex, uv);
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emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2;
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emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2;
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ambient_light += (emission_factor * vec4(0.75, 0.59, 0.05, 0.0));
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ambient_light += (emission_factor * vec4(night_color, 0.0));
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vec4 finalColor = texture2D(BaseTex, uv) * ambient_light;
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vec4 finalColor = texture2D(BaseTex, uv) * ambient_light;
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