Updated RenderProgs_embedded.h

This commit is contained in:
Robert Beckebans 2021-02-10 17:27:28 +01:00
parent 17631b2ab7
commit 96c83075aa
3 changed files with 8174 additions and 8087 deletions

View file

@ -3,7 +3,7 @@ return
-- includes
"global.inc.hlsl",
"skinning.inc.hlsl",
"SMAA.inc.hlsl",
"builtin/post/SMAA.inc.hlsl",
"BRDF.inc.hlsl",
-- shaders

View file

@ -34,8 +34,8 @@ If you have questions concerning this license or the applicable additional terms
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map
uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map
uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map
uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture
uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture
uniform sampler2D samp3 : register(s3); // texture 3 is the BRDF LUT
uniform sampler2D samp4 : register(s4); // texture 4 is SSAO
struct PS_IN {
half4 position : VPOS;
@ -79,7 +79,7 @@ void main( PS_IN fragment, out PS_OUT result )
// RB: added abs
half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz ) * 1.5f;
half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz * 0.5f );
half3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz );
// RB: http://developer.valvesoftware.com/wiki/Half_Lambert

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