Added gl_ldr for test purposes

This commit is contained in:
Marco Cawthorne 2019-08-28 09:02:44 +02:00
parent 5af43d302b
commit d228db5fa9

View file

@ -4,6 +4,7 @@
!!permu FOG
!!samps diffuse reflectcube
!!cvardf gl_affinemodels=0
!!cvardf gl_ldr=0
#include "sys/defs.h"
@ -24,9 +25,9 @@ varying vec3 light;
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
/*float hl( vec3 normal, vec3 dir ) {
float hl( vec3 normal, vec3 dir ) {
return ( dot( normal, dir ) * 0.5 ) + 0.5;
}*/
}
#ifdef CHROME
/* Rotate Light Vector */
@ -49,8 +50,13 @@ varying vec3 light;
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
tex_c = v_texcoord;
light = e_light_ambient + (e_light_mul * dot(n, e_light_dir));
light = e_light_ambient + (e_light_mul * hl(n, e_light_dir));
if (gl_ldr == 1.0) {
if (light.r > 1.0) light.r = 1.0;
if (light.g > 1.0) light.g = 1.0;
if (light.b > 1.0) light.b = 1.0;
}
#ifdef CHROME
vec3 rorg = rlv(vec3(0,0,0), w, e_light_dir);
vec3 viewc = normalize(rorg - w);
@ -92,8 +98,9 @@ varying vec3 light;
out_f.rgb = mix( textureCube( s_reflectcube, cube_c ).rgb, diffuse_f.rgb, diffuse_f.a );
diffuse_f = out_f;
#endif
diffuse_f *= e_colourident;
gl_FragColor = diffuse_f * e_colourident;
gl_FragColor = diffuse_f;
}
#endif