diff --git a/valve/data.pk3dir/glsl/defaultskin.glsl b/valve/data.pk3dir/glsl/defaultskin.glsl index 234b6d35..ea5e63bb 100644 --- a/valve/data.pk3dir/glsl/defaultskin.glsl +++ b/valve/data.pk3dir/glsl/defaultskin.glsl @@ -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