Fix: bringing back constantColor in crop shaders
This commit is contained in:
parent
851908f88a
commit
cf0f7c298c
2 changed files with 9 additions and 2 deletions
|
@ -9,6 +9,8 @@ uniform sampler3D NoiseTex;
|
|||
uniform sampler2D SampleTex;
|
||||
uniform sampler1D ColorsTex;
|
||||
|
||||
varying vec4 constantColor;
|
||||
|
||||
uniform float snowlevel; // From /sim/rendering/snow-level-m
|
||||
|
||||
const float scale = 1.0;
|
||||
|
@ -57,7 +59,7 @@ void main (void)
|
|||
c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
|
||||
|
||||
vec3 diffuse = gl_Color.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz));
|
||||
vec4 ambient_light = gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
|
||||
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
|
||||
|
||||
c1 *= ambient_light;
|
||||
vec4 finalColor = c1;
|
||||
|
|
|
@ -4,6 +4,7 @@ varying vec4 rawpos;
|
|||
varying vec4 ecPosition;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 Normal;
|
||||
varying vec4 constantColor;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -14,6 +15,10 @@ void main(void)
|
|||
VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
Normal = normalize(gl_Normal);
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
gl_FrontColor = gl_Color;
|
||||
|
||||
constantColor = gl_FrontMaterial.emission
|
||||
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||
|
||||
gl_Position = ftransform();
|
||||
}
|
Loading…
Reference in a new issue