diff --git a/Effects/building.eff b/Effects/building.eff
index aa2175da5..65a599a42 100644
--- a/Effects/building.eff
+++ b/Effects/building.eff
@@ -66,7 +66,7 @@
1.0 1.0 1.0 1.0
0.0 0.0 0.0 1.0
0.02 0.02 0.02 1.0
- 0.0
+ 0.1
ambient-and-diffuse
ambient-and-diffuse
diff --git a/Shaders/runway-gbuffer.frag b/Shaders/runway-gbuffer.frag
index 7cfb15154..42def8f40 100644
--- a/Shaders/runway-gbuffer.frag
+++ b/Shaders/runway-gbuffer.frag
@@ -50,12 +50,14 @@ void main (void)
if (normalmap_dds > 0)
N = -N;
+ float nFactor = 1.0 - N.z;
float lightness = dot(texel.rgb, vec3( 0.3, 0.59, 0.11 ));
// calculate the specular light
float refl_correction = spec_adjust * 2.5 - 1.0;
- float shininess = max (0.35, refl_correction) * nmap.a;
+ float shininess = max (0.35, refl_correction) * nmap.a * nFactor;
- float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 ));
+
+ float specular = dot(vec3(1.0) * lightness , vec3( 0.3, 0.59, 0.11 )) * nFactor;
vec4 color = vec4(1.0);
@@ -65,7 +67,7 @@ void main (void)
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
- float v = dot(viewVec, normalize(VNormal));
+ float v = abs(dot(viewVec, normalize(VNormal)));
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
// Map a fresnel effect
@@ -83,7 +85,7 @@ void main (void)
MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
- reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * (1.0- N.z) + transparency_offset ;
+ reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * nFactor + transparency_offset ;
reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
// set ambient adjustment to remove bluiness with user input
@@ -96,12 +98,12 @@ void main (void)
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
- vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
+ vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0) * nFactor;
vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor);
// the final reflection
- vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction, color.a);
+ vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction * nFactor, color.a);
encode_gbuffer(N, fragColor.rgb, 1, specular, shininess, emission, gl_FragCoord.z);
}
\ No newline at end of file
diff --git a/Shaders/runway.frag b/Shaders/runway.frag
index d4bb31d05..fad9defd9 100644
--- a/Shaders/runway.frag
+++ b/Shaders/runway.frag
@@ -79,14 +79,15 @@ void main (void)
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
//color += Specular * vec4(vec3(0.5*shininess), 1.0) * nmap.a;
- color += Specular * vec4(1.0) * nmap.a;
+ float nFactor = 1.0 - N.z;
+ color += Specular * vec4(1.0) * nmap.a * nFactor;
color.a = texel.a * alpha;
color = clamp(color, 0.0, 1.0);
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
- float v = dot(viewVec, normalize(VNormal));
+ float v = abs(dot(viewVec, normalize(VNormal)));
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
// Map a fresnel effect
@@ -115,18 +116,18 @@ void main (void)
// add fringing fresnel and rainbow effects and modulate by reflection
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
- reflcolor += Specular * nmap.a;
+ reflcolor += Specular * nmap.a * nFactor;
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
- raincolor += Specular * nmap.a;
+ raincolor += Specular * nmap.a * nFactor;
vec4 mixedcolor = mix(texel, raincolor * (1.0 - refl_correction * (1.0 - lightness)), reflFactor); //* (1.0 - 0.5 * transparency_offset )
// the final reflection
- vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)), color.a);
- fragColor += Specular * nmap.a;
+ vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb * (1.0 - refl_correction * (1.0 - 0.8 * lightness)) * nFactor, color.a);
+ fragColor += Specular * nmap.a * nFactor;
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
diff --git a/Shaders/ubershader-gbuffer.frag b/Shaders/ubershader-gbuffer.frag
index 60782195b..bfd2538f8 100644
--- a/Shaders/ubershader-gbuffer.frag
+++ b/Shaders/ubershader-gbuffer.frag
@@ -92,7 +92,7 @@ void main (void)
///END bump
vec4 reflection = textureCube(Environment, reflVec * N);
vec3 viewVec = normalize(vViewVec);
- float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
+ float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
vec4 color = gl_Color * gl_FrontMaterial.diffuse;
diff --git a/Shaders/ubershader.frag b/Shaders/ubershader.frag
index 6e135e8aa..51df2d02a 100644
--- a/Shaders/ubershader.frag
+++ b/Shaders/ubershader.frag
@@ -85,7 +85,7 @@ void main (void)
///END bump
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
vec3 viewVec = normalize(vViewVec);
- float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
+ float v = abs(dot(viewVec, normalize(VNormal)));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));