Happy thousandth commit Nazara
Updated copyright year (Yay, 515 file updated) Regenerated global headers Fixed some typo Improved some shaders -Blah blah blah- Thank you all for supporting my project ! -Lynix Former-commit-id: e4e741b318ba4f203da5ffd265bd5e516e7ffd7d
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@@ -52,7 +52,7 @@ void main()
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vec3 diffuseColor = gVec0.xyz;
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vec3 normal = DecodeNormal(gVec1);
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vec3 specularColor = vec3(gVec0.w);
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float specularMultiplier = gVec0.w;
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float depth = ColorToFloat(gVec2.xyz);
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float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
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@@ -67,7 +67,7 @@ void main()
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vec3 lightDiffuse = lambert * Lights[0].color.rgb * Lights[0].factors.y;
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// Specular
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vec3 lightSpecular = vec3(0.0);
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vec3 lightSpecular;
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if (shininess > 0.0)
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{
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vec3 viewSpace = vec3(texCoord*2.0 - 1.0, depth*2.0 - 1.0);
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@@ -81,10 +81,10 @@ void main()
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, shininess);
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lightSpecular = specularFactor * Lights[0].color.rgb;
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lightSpecular = specularFactor * Lights[0].color.rgb * specularMultiplier;
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}
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lightSpecular *= specularColor;
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else
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lightSpecular = vec3(0.0);
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vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
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RenderTarget0 = vec4(fragmentColor, 1.0);
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File diff suppressed because one or more lines are too long
@@ -40,10 +40,10 @@ vec3 DecodeNormal(in vec4 encodedNormal)
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{
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//return encodedNormal.xyz*2.0 - 1.0;
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float a = encodedNormal.x * kPI;
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vec2 scth = vec2(sin(a), cos(a));
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vec2 scth = vec2(sin(a), cos(a));
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vec2 scphi = vec2(sqrt(1.0 - encodedNormal.y*encodedNormal.y), encodedNormal.y);
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return vec3(scth.y*scphi.x, scth.x*scphi.x, scphi.y);
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vec2 scphi = vec2(sqrt(1.0 - encodedNormal.y*encodedNormal.y), encodedNormal.y);
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return vec3(scth.y*scphi.x, scth.x*scphi.x, scphi.y);
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}
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void main()
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@@ -58,7 +58,7 @@ void main()
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vec3 diffuseColor = gVec0.xyz;
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vec3 normal = DecodeNormal(gVec1);
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vec3 specularColor = vec3(gVec0.w);
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float specularMultiplier = gVec0.w;
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float depth = ColorToFloat(gVec2.xyz);
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float shininess = (gVec2.w == 0.0) ? 0.0 : exp2(gVec2.w*10.5);
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@@ -91,7 +91,7 @@ void main()
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vec3 lightDiffuse = att * lambert * Lights[0].color.rgb * Lights[0].factors.y;
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// Specular
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vec3 lightSpecular = vec3(0.0);
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vec3 lightSpecular;
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if (shininess > 0.0)
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{
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vec3 eyeVec = normalize(EyePosition - worldPos.xyz);
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@@ -99,10 +99,10 @@ void main()
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float specularFactor = max(dot(reflection, eyeVec), 0.0);
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specularFactor = pow(specularFactor, shininess);
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lightSpecular = att * specularFactor * Lights[0].color.rgb;
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lightSpecular = att * specularFactor * Lights[0].color.rgb * specularMultiplier;
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}
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lightSpecular *= specularColor;
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else
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lightSpecular = vec3(0.0);
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vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
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RenderTarget0 = vec4(fragmentColor, 1.0);
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File diff suppressed because one or more lines are too long
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