Add intensity-factor to lightmap shader
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2 changed files with 15 additions and 5 deletions
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@ -9,7 +9,8 @@
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<material>
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<color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE -->
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</material>
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<condition><use>/sim/rendering/shader-effects</use></condition>
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<condition><use>/sim/rendering/shader-effects</use></condition>
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<factor>1</factor>
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</parameters>
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<technique n="10">
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<predicate>
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@ -104,6 +105,11 @@
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<type>float</type>
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<value><use>condition</use></value>
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</uniform>
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<uniform>
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<name>lightmap_factor</name>
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<type>float</type>
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<value><use>factor</use></value>
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</uniform>
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</pass>
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</technique>
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<technique n="11">
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@ -9,10 +9,11 @@ varying vec4 diffuse_term;
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varying vec3 normal;
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varying float fogCoord;
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// The conditional, to enable lightmapping
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uniform float condition;
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uniform sampler2D texture;
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// lightmap options
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uniform float condition;
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uniform float lightmap_factor;
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uniform sampler2D lightmap_texture;
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float luminance(vec3 color)
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@ -52,10 +53,13 @@ void main()
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color = clamp(color, 0.0, 1.0);
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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel + specular;
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// The lightmap function
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if ( condition >= 1 ) {
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vec3 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st).rgb;
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vec3 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st).rgb * lightmap_factor;
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fragColor.rgb = max(fragColor.rgb, lightmapTexel * gl_FrontMaterial.diffuse.rgb * texel.rgb);
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}
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fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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}
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