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Merge branch 'master' of gitorious.org:fg/fgdata into work

This commit is contained in:
Vivian Meazza 2012-09-14 19:33:37 +01:00
commit bb46d276b0
8 changed files with 11 additions and 11 deletions

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@ -37,9 +37,9 @@
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
<!-- Reflection -->
<reflection-enabled type="int"> 1 </reflection-enabled>
<!-- <reflect-map-enabled type="int"> 1 </reflect-map-enabled> -->
<reflect-map-enabled type="int"> 0 </reflect-map-enabled>
<reflection-correction type="float"> 0.10 </reflection-correction>
<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
<!-- <reflect-map-enabled type="int"> 0 </reflect-map-enabled> -->
<reflection-correction type="float"> -0.15 </reflection-correction>
<reflection-dynamic type="int"> 0 </reflection-dynamic>
<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
@ -47,12 +47,12 @@
<texture n= "5" >
<type>cubemap</type>
<images>
<positive-x>Aircraft/Generic/Effects/CubeMaps/fgfs-sky/1.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/fgfs-sky/4.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/fgfs-sky/2.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/fgfs-sky/3.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/fgfs-sky/6.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/fgfs-sky/5.png</negative-z>
<positive-x>Aircraft/Generic/Effects/CubeMaps/buildings/N.png</positive-x>
<negative-x>Aircraft/Generic/Effects/CubeMaps/buildings/S.png</negative-x>
<positive-y>Aircraft/Generic/Effects/CubeMaps/buildings/W.png</positive-y>
<negative-y>Aircraft/Generic/Effects/CubeMaps/buildings/E.png</negative-y>
<positive-z>Aircraft/Generic/Effects/CubeMaps/buildings/U.png</positive-z>
<negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z>
</images>
</texture>
<!--Ambient correction -->

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@ -61,9 +61,9 @@ void main(void)
// Rotate the normal.
vec3 normal = gl_Normal;
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(normal);
VNormal = normalize(gl_NormalMatrix * normal);
if (nmap_enabled > 0 && shader_qual > 2){
VTangent = normalize(gl_NormalMatrix * tangent);
VBinormal = normalize(gl_NormalMatrix * binormal);