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ALS space shader darkmap also affects geolight

This commit is contained in:
Thorsten Renk 2016-08-19 12:14:17 +03:00
parent 9a35e9fdfa
commit e6646d9f8f

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@ -242,9 +242,11 @@ void main (void)
intensity = length(light_diffuse.rgb);
light_diffuse.rgb = mix(light_diffuse.rgb, intensity * vec3 (1.0,1.0,1.0), alt_desat_factor);
float diffuse_reduction = 1;
if (darkmap_enabled == 1)
{
float diffuse_reduction = mix(1.0,lightmapTexel.a, darkmap_factor);
diffuse_reduction = mix(1.0,lightmapTexel.a, darkmap_factor);
light_diffuse.rgb = light_diffuse.rgb * diffuse_reduction;
}
@ -344,7 +346,7 @@ void main (void)
//Diffuse.rgb += secondary_light * light_distance_fading(dist) + geo_light;
Diffuse.rgb = addLights(Diffuse.rgb, secondary_light * light_distance_fading(dist));
Diffuse.rgb = addLights(Diffuse.rgb, geo_light);
Diffuse.rgb = addLights(Diffuse.rgb, geo_light * diffuse_reduction );
vec4 Specular = gl_FrontMaterial.specular * light_diffuse * pf + gl_FrontMaterial.specular * light_ambient * pf1;
Specular+= gl_FrontMaterial.specular * pow(max(0.0,-dot(N,normalize(vertVec))),gl_FrontMaterial.shininess) * vec4(secondary_light,1.0);