Merge branch 'master' of gitorious.org:fg/fgdata into work
This commit is contained in:
commit
ec715cba3d
3 changed files with 6 additions and 3 deletions
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@ -17,7 +17,6 @@
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<technique n="8">
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<technique n="8">
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<predicate>
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<predicate>
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<and>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<or>
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<less-equal>
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<less-equal>
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@ -1357,6 +1357,9 @@ if (qualityLevel == -1) {
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elsif (qualityLevel != nil) {
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elsif (qualityLevel != nil) {
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setprop("/sim/rendering/shaders/custom-settings",0);
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setprop("/sim/rendering/shaders/custom-settings",0);
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setprop("/sim/rendering/shaders/quality-level-internal",qualityLevel);
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setprop("/sim/rendering/shaders/quality-level-internal",qualityLevel);
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if (qualityLevel == 0) {
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setprop("/sim/rendering/shaders/skydome",0);
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}
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}
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}
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# overwrite custom shader settings when quality-level is set through the slider
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# overwrite custom shader settings when quality-level is set through the slider
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# in the Rendering Options dialog
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# in the Rendering Options dialog
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@ -15,8 +15,9 @@ void main() {
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float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
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float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
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float shininess = gl_FrontMaterial.shininess;
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float shininess = gl_FrontMaterial.shininess;
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
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ecNormal = (2.0 * gl_Color.a - 1.0) * ecNormal;
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gl_FragData[0] = vec4( (ecNormal.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
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vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
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gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
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gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
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gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
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gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );
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gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );
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}
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}
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