diff --git a/engine/shaders/glsl/rtlight.glsl b/engine/shaders/glsl/rtlight.glsl index bf7ace9a7..880d76b21 100644 --- a/engine/shaders/glsl/rtlight.glsl +++ b/engine/shaders/glsl/rtlight.glsl @@ -36,13 +36,13 @@ void main () gl_Position = skeletaltransform_wnst(w,n,s,t); tcbase = v_texcoord; //pass the texture coords straight through vec3 lightminusvertex = l_lightposition - w.xyz; - lightvector.x = dot(lightminusvertex, s.xyz); + lightvector.x = -dot(lightminusvertex, s.xyz); lightvector.y = dot(lightminusvertex, t.xyz); lightvector.z = dot(lightminusvertex, n.xyz); #if defined(SPECULAR)||defined(OFFSETMAPPING) vec3 eyeminusvertex = e_eyepos - w.xyz; - eyevector.x = dot(eyeminusvertex, s.xyz); - eyevector.y = -dot(eyeminusvertex, t.xyz); + eyevector.x = -dot(eyeminusvertex, s.xyz); + eyevector.y = dot(eyeminusvertex, t.xyz); eyevector.z = dot(eyeminusvertex, n.xyz); #endif #if defined(PCF) || defined(SPOT) || defined(PROJECTION) || defined(CUBE) @@ -77,30 +77,37 @@ uniform vec3 l_lightcolourscale; #endif void main () { +//read raw texture samples (offsetmapping munges the tex coords first) #ifdef OFFSETMAPPING vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector); #define tcbase tcoffsetmap #endif vec3 bases = vec3(texture2D(s_t0, tcbase)); #if defined(BUMP) || defined(SPECULAR) - vec3 bumps = vec3(texture2D(s_t1, tcbase)) - 0.5; + vec3 bumps = normalize(vec3(texture2D(s_t1, tcbase)) - 0.5); #endif #ifdef SPECULAR vec4 specs = texture2D(s_t2, tcbase); #endif + vec3 nl = normalize(lightvector); - float colorscale = max(1.0 - dot(lightvector, lightvector)/(l_lightradius*l_lightradius), 0.0); + float colorscale = max(1.0 - (dot(lightvector, lightvector)/(l_lightradius*l_lightradius)), 0.0); vec3 diff; #ifdef BUMP - diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(2.0*bumps, nl), 0.0)); + diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(bumps, nl), 0.0)); #else diff = bases * (l_lightcolourscale.x + l_lightcolourscale.y * max(dot(vec3(0.0, 0.0, 1.0), nl), 0.0)); #endif + + #ifdef SPECULAR - vec3 halfdir = normalize(lightvector - normalize(eyevector)); - float spec = pow(max(dot(halfdir, bumps), 0.0), 1.0 + 32.0 * specs.a); - diff += spec * specs.rgb * l_lightcolourscale.z; + vec3 halfdir = normalize(normalize(eyevector) + nl); + float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a); + diff += l_lightcolourscale.z * spec * specs.rgb; #endif + + + #ifdef CUBE diff *= textureCube(s_t3, vshadowcoord.xyz).rgb; #endif