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Restore random buildings reflection.

Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
Emilian Huminiuc 2012-09-13 10:54:27 +03:00
parent 29b86a69f2
commit d1a44f10b7
2 changed files with 5 additions and 5 deletions

View file

@ -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"> -0.10 </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>

View file

@ -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);