fix ubershader lighting in Rembrandt
IAR80: remove range animations for now Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
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3 changed files with 24 additions and 4 deletions
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@ -140,6 +140,9 @@ please see Docs/README.model-combined.eff for documentation
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<rembrandt>
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<use>/sim/rendering/rembrandt</use>
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</rembrandt>
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<!-- END fog include -->
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</parameters>
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@ -752,6 +755,13 @@ please see Docs/README.model-combined.eff for documentation
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</value>
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</uniform>
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<!-- END fog include -->
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<uniform>
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<name>rembrandt_enabled</name>
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<type>int</type>
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<value>
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<use>rembrandt</use>
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</value>
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</uniform>
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</pass>
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</technique>
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@ -1360,7 +1370,13 @@ please see Docs/README.model-combined.eff for documentation
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</value>
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</uniform>
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<!-- END fog include -->
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<uniform>
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<name>rembrandt_enabled</name>
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<type>int</type>
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<value>
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<use>rembrandt</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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@ -75,7 +75,7 @@ void main (void)
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//vec3 ambient = fg_SunAmbientColor.rgb;
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vec3 N;
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vec3 dotN;
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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 + gl_FrontMaterial.emission , vec3( 0.3, 0.59, 0.11 ) );
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float pf;
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///BEGIN bump
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@ -94,7 +94,7 @@ void main (void)
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float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
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vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
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vec4 rainbow = texture2D(ReflRainbowTex, vec2(v, 0.0));
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vec4 color = gl_Color + gl_FrontMaterial.diffuse;
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vec4 color = gl_Color * gl_FrontMaterial.diffuse;
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float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 ));
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////////////////////////////////////////////////////////////////////
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@ -21,6 +21,7 @@ uniform float hdg;
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uniform int refl_dynamic;
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uniform int nmap_enabled;
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uniform int shader_qual;
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uniform int rembrandt_enabled;
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//////Fog Include///////////
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// uniform int fogType;
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@ -101,8 +102,11 @@ void main(void)
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reflVec = reflVec_stat;
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}
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if(rembrandt_enabled < 1){
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gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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} else {
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gl_FrontColor = gl_Color;
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}
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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