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 /sim/rendering/shaders/skydome + + /sim/rendering/rembrandt + @@ -752,6 +755,13 @@ please see Docs/README.model-combined.eff for documentation + + rembrandt_enabled + int + + rembrandt + + @@ -1360,7 +1370,13 @@ please see Docs/README.model-combined.eff for documentation - + + rembrandt_enabled + int + + rembrandt + + \ 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; }