Fix specular.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4058 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 16 additions and 9 deletions
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@ -36,13 +36,13 @@ void main ()
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gl_Position = skeletaltransform_wnst(w,n,s,t);
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tcbase = v_texcoord; //pass the texture coords straight through
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vec3 lightminusvertex = l_lightposition - w.xyz;
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lightvector.x = dot(lightminusvertex, s.xyz);
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lightvector.x = -dot(lightminusvertex, s.xyz);
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lightvector.y = dot(lightminusvertex, t.xyz);
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lightvector.z = dot(lightminusvertex, n.xyz);
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#if defined(SPECULAR)||defined(OFFSETMAPPING)
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vec3 eyeminusvertex = e_eyepos - w.xyz;
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eyevector.x = dot(eyeminusvertex, s.xyz);
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eyevector.y = -dot(eyeminusvertex, t.xyz);
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eyevector.x = -dot(eyeminusvertex, s.xyz);
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eyevector.y = dot(eyeminusvertex, t.xyz);
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eyevector.z = dot(eyeminusvertex, n.xyz);
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#endif
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#if defined(PCF) || defined(SPOT) || defined(PROJECTION) || defined(CUBE)
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@ -77,30 +77,37 @@ uniform vec3 l_lightcolourscale;
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#endif
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void main ()
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{
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//read raw texture samples (offsetmapping munges the tex coords first)
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#ifdef OFFSETMAPPING
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vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector);
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#define tcbase tcoffsetmap
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#endif
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vec3 bases = vec3(texture2D(s_t0, tcbase));
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#if defined(BUMP) || defined(SPECULAR)
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vec3 bumps = vec3(texture2D(s_t1, tcbase)) - 0.5;
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vec3 bumps = normalize(vec3(texture2D(s_t1, tcbase)) - 0.5);
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#endif
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#ifdef SPECULAR
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vec4 specs = texture2D(s_t2, tcbase);
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#endif
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vec3 nl = normalize(lightvector);
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float colorscale = max(1.0 - dot(lightvector, lightvector)/(l_lightradius*l_lightradius), 0.0);
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float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0);
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vec3 diff;
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#ifdef BUMP
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diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(2.0*bumps, nl), 0.0));
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diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0));
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#else
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diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0));
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#endif
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#ifdef SPECULAR
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vec3 halfdir = normalize(lightvector - normalize(eyevector));
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float spec = pow(max(dot(halfdir, bumps), 0.0), 1.0 + 32.0 * specs.a);
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diff += spec * specs.rgb * l_lightcolourscale.z;
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vec3 halfdir = normalize(normalize(eyevector) + nl);
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float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
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diff += l_lightcolourscale.z * spec * specs.rgb;
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#endif
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#ifdef CUBE
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diff *= textureCube(s_t3, vshadowcoord.xyz).rgb;
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#endif
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