diff --git a/Effects/model-combined.eff b/Effects/model-combined.eff
index e31bd2616..0d0e5ceea 100644
--- a/Effects/model-combined.eff
+++ b/Effects/model-combined.eff
@@ -140,6 +140,9 @@ please see Docs/README.model-combined.eff for documentation
+
+
+
@@ -752,6 +755,13 @@ please see Docs/README.model-combined.eff for documentation
+
+ rembrandt_enabled
+ int
+
+
+
+
@@ -1360,7 +1370,13 @@ please see Docs/README.model-combined.eff for documentation
-
+
+ rembrandt_enabled
+ int
+
+
+
+
\ No newline at end of file
diff --git a/Shaders/ubershader-gbuffer.frag b/Shaders/ubershader-gbuffer.frag
index 489fc2d7d..27d241bac 100644
--- a/Shaders/ubershader-gbuffer.frag
+++ b/Shaders/ubershader-gbuffer.frag
@@ -75,7 +75,7 @@ void main (void)
//vec3 ambient = fg_SunAmbientColor.rgb;
vec3 N;
vec3 dotN;
- float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
+ float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission , vec3( 0.3, 0.59, 0.11 ) );
float pf;
///BEGIN bump
@@ -94,7 +94,7 @@ void main (void)
float v = 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;
+ vec4 color = gl_Color * gl_FrontMaterial.diffuse;
float specular = dot((gl_FrontMaterial.specular * nmap.a).rgb, vec3( 0.3, 0.59, 0.11 ));
////////////////////////////////////////////////////////////////////
diff --git a/Shaders/ubershader.vert b/Shaders/ubershader.vert
index d35d81abb..2329b9059 100644
--- a/Shaders/ubershader.vert
+++ b/Shaders/ubershader.vert
@@ -21,6 +21,7 @@ uniform float hdg;
uniform int refl_dynamic;
uniform int nmap_enabled;
uniform int shader_qual;
+uniform int rembrandt_enabled;
//////Fog Include///////////
// uniform int fogType;
@@ -101,8 +102,11 @@ void main(void)
reflVec = reflVec_stat;
}
+ if(rembrandt_enabled < 1){
gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
-
+ } else {
+ gl_FrontColor = gl_Color;
+ }
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}