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Lightmap conditional

This commit is contained in:
Gijs de Rooy 2011-02-19 22:03:27 +01:00
parent aa15f24dd7
commit f8fe1df22a
2 changed files with 13 additions and 2 deletions

View file

@ -9,6 +9,7 @@
<material> <material>
<color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE --> <color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE -->
</material> </material>
<condition><use>/sim/rendering/shader-effects</use></condition>
</parameters> </parameters>
<technique n="10"> <technique n="10">
<predicate> <predicate>
@ -97,6 +98,11 @@
<name>colorMode</name> <name>colorMode</name>
<type>int</type> <type>int</type>
<value><use>material/color-mode-uniform</use></value> <value><use>material/color-mode-uniform</use></value>
</uniform>
<uniform>
<name>condition</name>
<type>float</type>
<value><use>condition</use></value>
</uniform> </uniform>
</pass> </pass>
</technique> </technique>

View file

@ -9,6 +9,9 @@ varying vec4 diffuse_term;
varying vec3 normal; varying vec3 normal;
varying float fogCoord; varying float fogCoord;
// The conditional, to enable lightmapping
uniform float condition;
uniform sampler2D texture; uniform sampler2D texture;
uniform sampler2D lightmap_texture; uniform sampler2D lightmap_texture;
@ -49,8 +52,10 @@ void main()
color = clamp(color, 0.0, 1.0); color = clamp(color, 0.0, 1.0);
texel = texture2D(texture, gl_TexCoord[0].st); texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel + specular; fragColor = color * texel + specular;
vec3 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st).rgb; if ( condition >= 1 ) {
fragColor.rgb = max(fragColor.rgb, lightmapTexel * gl_FrontMaterial.diffuse.rgb * texel.rgb); vec3 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st).rgb;
fragColor.rgb = max(fragColor.rgb, lightmapTexel * gl_FrontMaterial.diffuse.rgb * texel.rgb);
}
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
} }