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Remove intermediate quality settings from the ubershader. Fix a texture.

This commit is contained in:
Emilian Huminiuc 2014-01-15 23:26:26 +01:00 committed by Christian Schmitt
parent 830f8dacee
commit 7f183e0117
10 changed files with 128 additions and 159 deletions

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@ -93,9 +93,9 @@ the objects that use it, and replaces it with the default shader.
<image> <image>
<use>texture[0]/image</use> <use>texture[0]/image</use>
</image> </image>
<type> <type>
<use>texture[0]/type</use> <use>texture[0]/type</use>
</type> </type>
<filter> <filter>
<use>texture[0]/filter</use> <use>texture[0]/filter</use>
</filter> </filter>
@ -120,9 +120,9 @@ the objects that use it, and replaces it with the default shader.
<image> <image>
<use>texture[2]/image</use> <use>texture[2]/image</use>
</image> </image>
<type> <type>
<use>texture[2]/type</use> <use>texture[2]/type</use>
</type> </type>
<filter> <filter>
<use>texture[2]/filter</use> <use>texture[2]/filter</use>
</filter> </filter>
@ -142,9 +142,9 @@ the objects that use it, and replaces it with the default shader.
<image> <image>
<use>texture[3]/image</use> <use>texture[3]/image</use>
</image> </image>
<type> <type>
<use>texture[3]/type</use> <use>texture[3]/type</use>
</type> </type>
<filter> <filter>
<use>texture[3]/filter</use> <use>texture[3]/filter</use>
</filter> </filter>
@ -164,9 +164,9 @@ the objects that use it, and replaces it with the default shader.
<image> <image>
<use>texture[4]/image</use> <use>texture[4]/image</use>
</image> </image>
<type> <type>
<use>texture[4]/type</use> <use>texture[4]/type</use>
</type> </type>
<filter> <filter>
<use>texture[4]/filter</use> <use>texture[4]/filter</use>
</filter> </filter>
@ -201,9 +201,9 @@ the objects that use it, and replaces it with the default shader.
<image> <image>
<use>texture[6]/image</use> <use>texture[6]/image</use>
</image> </image>
<type> <type>
<use>texture[6]/type</use> <use>texture[6]/type</use>
</type> </type>
<filter> <filter>
<use>texture[6]/filter</use> <use>texture[6]/filter</use>
</filter> </filter>
@ -218,7 +218,7 @@ the objects that use it, and replaces it with the default shader.
</internal-format> </internal-format>
</texture-unit> </texture-unit>
<!-- Reflection rainbow texture unit--> <!-- Reflection rainbow texture unit-->
<!-- <texture-unit> <!-- <texture-unit>
<unit>7</unit> <unit>7</unit>
<image> <image>
<use>texture[7]/image</use> <use>texture[7]/image</use>
@ -235,7 +235,7 @@ the objects that use it, and replaces it with the default shader.
<internal-format> <internal-format>
<use>texture[7]/internal-format</use> <use>texture[7]/internal-format</use>
</internal-format> </internal-format>
</texture-unit>--> </texture-unit>-->
<vertex-program-two-side> <vertex-program-two-side>
@ -285,7 +285,7 @@ the objects that use it, and replaces it with the default shader.
<value type="int">5</value> <value type="int">5</value>
</uniform> </uniform>
<!-- <uniform> <!-- <uniform>
<name>ReflFresnelTex</name> <name>ReflFresnelTex</name>
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">6</value> <value type="int">6</value>
@ -295,12 +295,12 @@ the objects that use it, and replaces it with the default shader.
<name>ReflRainbowTex</name> <name>ReflRainbowTex</name>
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">7</value> <value type="int">7</value>
</uniform>--> </uniform>-->
<uniform> <uniform>
<name>ReflGradientsTex</name> <name>ReflGradientsTex</name>
<type>sampler-2d</type> <type>sampler-2d</type>
<value type="int">6</value> <value type="int">6</value>
</uniform> </uniform>
<!-- NORMAL MAP --> <!-- NORMAL MAP -->
@ -546,14 +546,6 @@ the objects that use it, and replaces it with the default shader.
<use>ambient-correction</use> <use>ambient-correction</use>
</value> </value>
</uniform> </uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform> <uniform>
<name>hdg</name> <name>hdg</name>

View file

@ -79,13 +79,13 @@ and fallback to plain transparency when the model shader is disabled.
<bin-name>DepthSortedBin</bin-name> <bin-name>DepthSortedBin</bin-name>
</render-bin> </render-bin>
<texture-unit> <texture-unit>
<unit>0</unit> <unit>0</unit>
<active> <active>
<use>texture[0]/active</use> <use>texture[0]/active</use>
</active> </active>
<type> <type>
<use>texture[0]/type</use> <use>texture[0]/type</use>
</type> </type>
<image> <image>
<use>texture[0]/image</use> <use>texture[0]/image</use>
</image> </image>
@ -198,9 +198,9 @@ and fallback to plain transparency when the model shader is disabled.
<image> <image>
<use>texture[0]/image</use> <use>texture[0]/image</use>
</image> </image>
<type> <type>
<use>texture[0]/type</use> <use>texture[0]/type</use>
</type> </type>
<filter> <filter>
<use>texture[0]/filter</use> <use>texture[0]/filter</use>
</filter> </filter>
@ -225,9 +225,9 @@ and fallback to plain transparency when the model shader is disabled.
<image> <image>
<use>texture[2]/image</use> <use>texture[2]/image</use>
</image> </image>
<type> <type>
<use>texture[2]/type</use> <use>texture[2]/type</use>
</type> </type>
<filter> <filter>
<use>texture[2]/filter</use> <use>texture[2]/filter</use>
</filter> </filter>
@ -247,9 +247,9 @@ and fallback to plain transparency when the model shader is disabled.
<image> <image>
<use>texture[3]/image</use> <use>texture[3]/image</use>
</image> </image>
<type> <type>
<use>texture[3]/type</use> <use>texture[3]/type</use>
</type> </type>
<filter> <filter>
<use>texture[3]/filter</use> <use>texture[3]/filter</use>
</filter> </filter>
@ -269,9 +269,9 @@ and fallback to plain transparency when the model shader is disabled.
<image> <image>
<use>texture[4]/image</use> <use>texture[4]/image</use>
</image> </image>
<type> <type>
<use>texture[4]/type</use> <use>texture[4]/type</use>
</type> </type>
<filter> <filter>
<use>texture[4]/filter</use> <use>texture[4]/filter</use>
</filter> </filter>
@ -308,9 +308,9 @@ and fallback to plain transparency when the model shader is disabled.
<image> <image>
<use>texture[6]/image</use> <use>texture[6]/image</use>
</image> </image>
<type> <type>
<use>texture[6]/type</use> <use>texture[6]/type</use>
</type> </type>
<filter> <filter>
<use>texture[6]/filter</use> <use>texture[6]/filter</use>
</filter> </filter>
@ -629,14 +629,6 @@ and fallback to plain transparency when the model shader is disabled.
<use>ambient-correction</use> <use>ambient-correction</use>
</value> </value>
</uniform> </uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform> <uniform>
<name>hdg</name> <name>hdg</name>

View file

@ -8,16 +8,16 @@ please see Docs/README.model-combined.eff for documentation
<parameters> <parameters>
<!-- Diffuse Texture --> <!-- Diffuse Texture -->
<!-- <texture n ="0"> <!-- <texture n ="0">
<type>white</type> <type>white</type>
</texture>--> </texture>-->
<!-- Normal Map --> <!-- Normal Map -->
<normalmap-enabled type="int">0</normalmap-enabled> <normalmap-enabled type="int">0</normalmap-enabled>
<normalmap-dds type="int">0</normalmap-dds> <normalmap-dds type="int">0</normalmap-dds>
<normalmap-tiling type="float">1.0</normalmap-tiling> <normalmap-tiling type="float">1.0</normalmap-tiling>
<texture n="2"> <texture n="2">
<image>Aircraft/Generic/Effects/null_bumpspec.png</image> <image>Aircraft/Generic/Effects/null_bumpspec.png</image>
<type>2d</type> <type>2d</type>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s> <wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t> <wrap-t>clamp</wrap-t>
@ -36,7 +36,7 @@ please see Docs/README.model-combined.eff for documentation
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color> <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
<texture n="3"> <texture n="3">
<image>Aircraft/Generic/Effects/greymap.png</image> <image>Aircraft/Generic/Effects/greymap.png</image>
<type>2d</type> <type>2d</type>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s> <wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t> <wrap-t>clamp</wrap-t>
@ -49,7 +49,7 @@ please see Docs/README.model-combined.eff for documentation
<reflection-dynamic type="int">0</reflection-dynamic> <reflection-dynamic type="int">0</reflection-dynamic>
<texture n="4"> <texture n="4">
<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image> <image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
<type>2d</type> <type>2d</type>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>clamp</wrap-s> <wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t> <wrap-t>clamp</wrap-t>
@ -76,7 +76,7 @@ please see Docs/README.model-combined.eff for documentation
<reflection-fresnel type="float">0.1</reflection-fresnel> <reflection-fresnel type="float">0.1</reflection-fresnel>
<texture n="6"> <texture n="6">
<image>Aircraft/Generic/Effects/Gradients.png</image> <image>Aircraft/Generic/Effects/Gradients.png</image>
<type>2d</type> <type>2d</type>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
@ -91,7 +91,7 @@ please see Docs/README.model-combined.eff for documentation
<grain-magnification type="float">10</grain-magnification> <grain-magnification type="float">10</grain-magnification>
<texture n="7"> <texture n="7">
<image>Textures/Terrain/void.png</image> <image>Textures/Terrain/void.png</image>
<type>2d</type> <type>2d</type>
<filter>linear-mipmap-linear</filter> <filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s> <wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t> <wrap-t>repeat</wrap-t>
@ -109,10 +109,6 @@ please see Docs/README.model-combined.eff for documentation
<dirt-factor type="float" n="2">0.0</dirt-factor> <dirt-factor type="float" n="2">0.0</dirt-factor>
<!-- ambient correction --> <!-- ambient correction -->
<ambient-correction type="float">0.05</ambient-correction> <ambient-correction type="float">0.05</ambient-correction>
<!-- quality slider -->
<shader-quality type="int">
<use>/sim/rendering/shaders/model</use>
</shader-quality>
<rendering-hint>opaque</rendering-hint> <rendering-hint>opaque</rendering-hint>
<transparent>false</transparent> <transparent>false</transparent>
<render-bin> <render-bin>
@ -245,9 +241,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[0]/image</use> <use>texture[0]/image</use>
</image> </image>
<type> <type>
<use>texture[0]/type</use> <use>texture[0]/type</use>
</type> </type>
<filter> <filter>
<use>texture[0]/filter</use> <use>texture[0]/filter</use>
</filter> </filter>
@ -272,9 +268,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[2]/image</use> <use>texture[2]/image</use>
</image> </image>
<type> <type>
<use>texture[2]/type</use> <use>texture[2]/type</use>
</type> </type>
<filter> <filter>
<use>texture[2]/filter</use> <use>texture[2]/filter</use>
</filter> </filter>
@ -294,9 +290,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[3]/image</use> <use>texture[3]/image</use>
</image> </image>
<type> <type>
<use>texture[3]/type</use> <use>texture[3]/type</use>
</type> </type>
<filter> <filter>
<use>texture[3]/filter</use> <use>texture[3]/filter</use>
</filter> </filter>
@ -316,9 +312,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[4]/image</use> <use>texture[4]/image</use>
</image> </image>
<type> <type>
<use>texture[4]/type</use> <use>texture[4]/type</use>
</type> </type>
<filter> <filter>
<use>texture[4]/filter</use> <use>texture[4]/filter</use>
</filter> </filter>
@ -355,9 +351,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[6]/image</use> <use>texture[6]/image</use>
</image> </image>
<type> <type>
<use>texture[6]/type</use> <use>texture[6]/type</use>
</type> </type>
<filter> <filter>
<use>texture[6]/filter</use> <use>texture[6]/filter</use>
</filter> </filter>
@ -377,9 +373,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[7]/image</use> <use>texture[7]/image</use>
</image> </image>
<type> <type>
<use>texture[7]/type</use> <use>texture[7]/type</use>
</type> </type>
<filter> <filter>
<use>texture[7]/filter</use> <use>texture[7]/filter</use>
</filter> </filter>
@ -712,14 +708,6 @@ please see Docs/README.model-combined.eff for documentation
<use>ambient-correction</use> <use>ambient-correction</use>
</value> </value>
</uniform> </uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform> <uniform>
<name>hdg</name> <name>hdg</name>
@ -922,9 +910,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[0]/image</use> <use>texture[0]/image</use>
</image> </image>
<type> <type>
<use>texture[0]/type</use> <use>texture[0]/type</use>
</type> </type>
<filter> <filter>
<use>texture[0]/filter</use> <use>texture[0]/filter</use>
</filter> </filter>
@ -949,9 +937,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[2]/image</use> <use>texture[2]/image</use>
</image> </image>
<type> <type>
<use>texture[2]/type</use> <use>texture[2]/type</use>
</type> </type>
<filter> <filter>
<use>texture[2]/filter</use> <use>texture[2]/filter</use>
</filter> </filter>
@ -971,9 +959,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[3]/image</use> <use>texture[3]/image</use>
</image> </image>
<type> <type>
<use>texture[3]/type</use> <use>texture[3]/type</use>
</type> </type>
<filter> <filter>
<use>texture[3]/filter</use> <use>texture[3]/filter</use>
</filter> </filter>
@ -993,9 +981,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[4]/image</use> <use>texture[4]/image</use>
</image> </image>
<type> <type>
<use>texture[4]/type</use> <use>texture[4]/type</use>
</type> </type>
<filter> <filter>
<use>texture[4]/filter</use> <use>texture[4]/filter</use>
</filter> </filter>
@ -1032,9 +1020,9 @@ please see Docs/README.model-combined.eff for documentation
<image> <image>
<use>texture[6]/image</use> <use>texture[6]/image</use>
</image> </image>
<type> <type>
<use>texture[6]/type</use> <use>texture[6]/type</use>
</type> </type>
<filter> <filter>
<use>texture[6]/filter</use> <use>texture[6]/filter</use>
</filter> </filter>
@ -1353,14 +1341,6 @@ please see Docs/README.model-combined.eff for documentation
<use>ambient-correction</use> <use>ambient-correction</use>
</value> </value>
</uniform> </uniform>
<!-- shader quality -->
<uniform>
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader-quality</use>
</value>
</uniform>
<uniform> <uniform>
<name>hdg</name> <name>hdg</name>

View file

@ -64,17 +64,20 @@ void main(void)
normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
//normal = gl_NormalMatrix * normal; //normal = gl_NormalMatrix * normal;
VNormal = normalize(gl_NormalMatrix * normal); VNormal = normalize(gl_NormalMatrix * normal);
if (nmap_enabled > 0 && shader_qual > 2){ vec3 n = normalize(normal);
VTangent = normalize(gl_NormalMatrix * tangent); vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
VBinormal = normalize(gl_NormalMatrix * binormal); vec3 tempBinormal = cross(n, tempTangent);
} else {
VTangent = vec3(0.0); if (nmap_enabled > 0){
VBinormal = vec3 (0.0); tempTangent = tangent;
} tempBinormal = binormal;
vec3 n = normalize(normal); }
vec3 t = cross(n, vec3(1.0,0.0,0.0));
vec3 b = cross(n,t); VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
vec3 t = tempTangent;
vec3 b = tempBinormal;
// Super hack: if diffuse material alpha is less than 1, assume a // Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work // transparency animation is at work

View file

@ -3,6 +3,7 @@
// Authors: Frederic Bouvier and Gijs de Rooy // Authors: Frederic Bouvier and Gijs de Rooy
// with major additions and revisions by // with major additions and revisions by
// Emilian Huminiuc and Vivian Meazza 2011 // Emilian Huminiuc and Vivian Meazza 2011
#version 120
varying vec3 rawpos; varying vec3 rawpos;
varying vec3 VNormal; varying vec3 VNormal;
@ -27,7 +28,6 @@ uniform int refl_enabled;
uniform int refl_map; uniform int refl_map;
uniform int lightmap_enabled; uniform int lightmap_enabled;
uniform int lightmap_multi; uniform int lightmap_multi;
uniform int shader_qual;
uniform int dirt_enabled; uniform int dirt_enabled;
uniform int dirt_multi; uniform int dirt_multi;
@ -80,7 +80,7 @@ void main (void)
float pf; float pf;
///BEGIN bump ///BEGIN bump
if (nmap_enabled > 0 && shader_qual > 2){ if (nmap_enabled > 0){
N = nmap.rgb * 2.0 - 1.0; N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0) if (nmap_dds > 0)
@ -100,7 +100,7 @@ void main (void)
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
//BEGIN reflect //BEGIN reflect
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 1){ if (refl_enabled > 0){
float reflFactor; float reflFactor;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
if(refl_map > 0){ if(refl_map > 0){
@ -163,7 +163,7 @@ void main (void)
vec3 lightmapcolor; vec3 lightmapcolor;
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor); vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel; lightmapFactor = lightmapFactor * lightmapTexel;
if (lightmap_multi >0 ){ if (lightmap_multi > 0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r + lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g + lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b + lightmap_b_color * lightmapFactor.b +

View file

@ -36,7 +36,6 @@ uniform int nmap_dds;
uniform int nmap_enabled; uniform int nmap_enabled;
uniform int refl_enabled; uniform int refl_enabled;
uniform int refl_map; uniform int refl_map;
uniform int shader_qual;
uniform int grain_texture_enabled; uniform int grain_texture_enabled;
uniform float amb_correction; uniform float amb_correction;
@ -218,7 +217,7 @@ void main (void)
/// END grain overlay /// END grain overlay
///BEGIN bump ///BEGIN bump
if (nmap_enabled > 0 && shader_qual > 2){ if (nmap_enabled > 0){
N = nmap.rgb * 2.0 - 1.0; N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0) if (nmap_dds > 0)
@ -258,7 +257,7 @@ void main (void)
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
//BEGIN reflect //BEGIN reflect
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 1){ if (refl_enabled > 0){
float reflFactor = 0.0; float reflFactor = 0.0;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
@ -266,7 +265,7 @@ void main (void)
// map the shininess of the object with user input // map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map //float pam = (map.a * -2) + 1; //reverse map
reflFactor = reflmap.a + transparency_offset; reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0 && shader_qual > 2) { } else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input // set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset; reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else { } else {
@ -331,7 +330,7 @@ void main (void)
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
lightmap_b_factor, lightmap_a_factor); lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel; lightmapFactor = lightmapFactor * lightmapTexel;
if (lightmap_multi >0 ){ if (lightmap_multi > 0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r + lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g + lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b + lightmap_b_color * lightmapFactor.b +

View file

@ -30,7 +30,6 @@ uniform int nmap_dds;
uniform int nmap_enabled; uniform int nmap_enabled;
uniform int refl_enabled; uniform int refl_enabled;
uniform int refl_map; uniform int refl_map;
uniform int shader_qual;
uniform float amb_correction; uniform float amb_correction;
uniform float dirt_b_factor; uniform float dirt_b_factor;
@ -73,7 +72,7 @@ void main (void)
float pf = 0.0; float pf = 0.0;
///BEGIN bump ///BEGIN bump
if (nmap_enabled > 0 && shader_qual > 2){ if (nmap_enabled > 0 ){
N = nmap.rgb * 2.0 - 1.0; N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal); N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (nmap_dds > 0) if (nmap_dds > 0)
@ -111,7 +110,7 @@ void main (void)
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
//BEGIN reflect //BEGIN reflect
//////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 1){ if (refl_enabled > 0 ){
float reflFactor = 0.0; float reflFactor = 0.0;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
@ -119,7 +118,7 @@ void main (void)
// map the shininess of the object with user input // map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map //float pam = (map.a * -2) + 1; //reverse map
reflFactor = reflmap.a + transparency_offset; reflFactor = reflmap.a + transparency_offset;
} else if (nmap_enabled > 0 && shader_qual > 2) { } else if (nmap_enabled > 0) {
// set the reflectivity proportional to shininess with user input // set the reflectivity proportional to shininess with user input
reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset; reflFactor = gl_FrontMaterial.shininess * 0.0078125 * nmap.a + transparency_offset;
} else { } else {
@ -182,7 +181,7 @@ void main (void)
vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor,
lightmap_b_factor, lightmap_a_factor); lightmap_b_factor, lightmap_a_factor);
lightmapFactor = lightmapFactor * lightmapTexel; lightmapFactor = lightmapFactor * lightmapTexel;
if (lightmap_multi >0 ){ if (lightmap_multi > 0 ){
lightmapcolor = lightmap_r_color * lightmapFactor.r + lightmapcolor = lightmap_r_color * lightmapFactor.r +
lightmap_g_color * lightmapFactor.g + lightmap_g_color * lightmapFactor.g +
lightmap_b_color * lightmapFactor.b + lightmap_b_color * lightmapFactor.b +

View file

@ -52,19 +52,23 @@ void main(void)
//fog_Func(fogType); //fog_Func(fogType);
VNormal = normalize(gl_NormalMatrix * gl_Normal); VNormal = normalize(gl_NormalMatrix * gl_Normal);
if (nmap_enabled > 0 && shader_qual > 2){
VTangent = normalize(gl_NormalMatrix * tangent);
VBinormal = normalize(gl_NormalMatrix * binormal);
} else {
VTangent = vec3(0.0);
VBinormal = vec3 (0.0);
}
vec3 n = normalize(gl_Normal);
vec3 t = cross(n, vec3(1.0,0.0,0.0));
vec3 b = cross(n,t);
// Super hack: if diffuse material alpha is less than 1, assume a vec3 n = normalize(gl_Normal);
// transparency animation is at work vec3 tempTangent = cross(n, vec3(1.0,0.0,0.0));
vec3 tempBinormal = cross(n, tempTangent);
if (nmap_enabled > 0){
tempTangent = tangent;
tempBinormal = binormal;
}
VTangent = normalize(gl_NormalMatrix * tempTangent);
VBinormal = normalize(gl_NormalMatrix * tempBinormal);
vec3 t = tempTangent;
vec3 b = tempBinormal;
// Super hack: if diffuse material alpha is less than 1, assume a
// transparency animation is at work
if (gl_FrontMaterial.diffuse.a < 1.0) if (gl_FrontMaterial.diffuse.a < 1.0)
alpha = gl_FrontMaterial.diffuse.a; alpha = gl_FrontMaterial.diffuse.a;
else else
@ -76,7 +80,7 @@ void main(void)
vViewVec.y = dot(b, vertVec); vViewVec.y = dot(b, vertVec);
vViewVec.z = dot(n, vertVec); vViewVec.z = dot(n, vertVec);
// calculate the reflection vector // calculate the reflection vector
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0); vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
if (refl_dynamic > 0){ if (refl_dynamic > 0){

View file

@ -230,9 +230,9 @@
<slider> <slider>
<name>model</name> <name>model</name>
<min>0.0</min> <min>0.0</min>
<max>3.0</max> <max>1.0</max>
<step>1.0</step> <step>1.0</step>
<fraction>0.25</fraction> <fraction>0.5</fraction>
<live>true</live> <live>true</live>
<property>/sim/rendering/shaders/model</property> <property>/sim/rendering/shaders/model</property>
<binding> <binding>