WS30: Improved ambient color
Previous we just applied gl_LightSource[0].ambient without multiplying it by the texture itself, so it just lightened everything. This fixes that. (ws30-ALS-detailed.frag still to do)
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baba195a36
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3 changed files with 3 additions and 3 deletions
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@ -119,7 +119,7 @@ void main()
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vec4 mat_diffuse = texture(diffuseArray, index);
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vec4 mat_specular = texture(specularArray, index);
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vec4 color = gl_Color + mat_diffuse * NdotL * gl_LightSource[0].diffuse;
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vec4 color = mat_diffuse * (gl_Color + NdotL * gl_LightSource[0].diffuse);
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// Testing code:
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// Use rlc even when looking up textures to recreate the extra performance hit
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@ -41,7 +41,7 @@ void main()
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// Different textures have different have different dimensions.
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// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
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vec4 color = texture(diffuseArray, float(lc)/512.0) * NdotL * gl_LightSource[0].diffuse;
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vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
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vec4 specular = texture(specularArray, float(lc)/512.0);
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vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
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vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
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@ -40,7 +40,7 @@ void main()
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// Different textures have different have different dimensions.
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// Dimensions array is scaled to fit in [0...1.0] in the texture1D, so has to be scaled back up here.
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vec4 color = texture(diffuseArray, float(lc)/512.0) * NdotL * gl_LightSource[0].diffuse;
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vec4 color = texture(diffuseArray, float(lc)/512.0) * (gl_LightSource[0].ambient + NdotL * gl_LightSource[0].diffuse);
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vec4 specular = texture(specularArray, float(lc)/512.0);
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vec2 atlas_dimensions = 10000.0 * texture(dimensionsArray, float(lc)/512.0).st;
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vec2 atlas_scale = vec2(tile_width / atlas_dimensions.s, tile_height / atlas_dimensions.t );
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