Update to better highlight the reflections away from the sun
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1 changed files with 5 additions and 3 deletions
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@ -74,10 +74,12 @@ void main (void)
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c1 *= light;
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float bumpFact = (bumped.r+bumped.g+bumped.b);
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c1 += (vec4(0.3, 0.34, 0.4, 1.0)-0.1)*gl_LightSource[0].diffuse * bumpFact;
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float ReflectedEye = max(dot(Reflected, Eye), 0.0);
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c1 += gl_LightSource[0].diffuse*0.4 * pow(ReflectedEye, 20.0) * 3*bumpFact;
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c1 += gl_LightSource[0].specular * pow(ReflectedEye, 400.0) * 4*bumpFact;
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float eyeFact = pow(ReflectedEye, 20.0);
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c1 += 0.3 * gl_LightSource[0].diffuse * (1.0-eyeFact) * bumpFact*bumpFact;
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c1 += 0.4 * gl_LightSource[0].diffuse * eyeFact * 3*bumpFact;
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eyeFact = pow(eyeFact, 20.0);
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c1 += gl_LightSource[0].specular * eyeFact * 4*bumpFact;
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vec4 finalColor = c1;
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gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
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