Restore random buildings reflection.
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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29b86a69f2
commit
d1a44f10b7
2 changed files with 5 additions and 5 deletions
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@ -37,9 +37,9 @@
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
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<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>-->
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<!-- Reflection -->
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<!-- Reflection -->
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<reflection-enabled type="int"> 1 </reflection-enabled>
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<reflection-enabled type="int"> 1 </reflection-enabled>
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<!-- <reflect-map-enabled type="int"> 1 </reflect-map-enabled> -->
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<reflect-map-enabled type="int"> 1 </reflect-map-enabled>
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<reflect-map-enabled type="int"> 0 </reflect-map-enabled>
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<!-- <reflect-map-enabled type="int"> 0 </reflect-map-enabled> -->
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<reflection-correction type="float"> 0.10 </reflection-correction>
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<reflection-correction type="float"> -0.10 </reflection-correction>
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<reflection-dynamic type="int"> 0 </reflection-dynamic>
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<reflection-dynamic type="int"> 0 </reflection-dynamic>
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<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
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<reflection-fresnel type="float"> 0.0 </reflection-fresnel>
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<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
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<reflection-rainbow type="float"> 0.0 </reflection-rainbow>
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@ -61,9 +61,9 @@ void main(void)
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// Rotate the normal.
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// Rotate the normal.
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vec3 normal = gl_Normal;
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vec3 normal = gl_Normal;
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normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
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normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr)));
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normal = gl_NormalMatrix * normal;
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//normal = gl_NormalMatrix * normal;
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VNormal = normalize(normal);
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VNormal = normalize(gl_NormalMatrix * normal);
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if (nmap_enabled > 0 && shader_qual > 2){
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if (nmap_enabled > 0 && shader_qual > 2){
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VTangent = normalize(gl_NormalMatrix * tangent);
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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