Use diffuse.a / vertex.a, use material emission

move
scrawl 8 years ago
parent 5fd84074c5
commit 456816f707

@ -120,7 +120,7 @@ namespace Shader
case GL_AMBIENT_AND_DIFFUSE:
defineMap["colorMode"] = "2";
break;
case GL_AMBIENT:
case GL_EMISSION:
defineMap["colorMode"] = "1";
break;
}

@ -22,7 +22,7 @@ varying vec2 emissiveMapUV;
varying float depth;
varying vec3 lighting;
varying vec4 lighting;
void main()
{
@ -40,7 +40,7 @@ void main()
gl_FragData[0].xyz *= texture2D(darkMap, darkMapUV).xyz;
#endif
gl_FragData[0].xyz *= lighting;
gl_FragData[0] *= lighting;
#if @emissiveMap
gl_FragData[0].xyz += texture2D(emissiveMap, emissiveMapUV).xyz;

@ -18,24 +18,24 @@ varying vec2 emissiveMapUV;
varying float depth;
varying vec3 lighting;
varying vec4 lighting;
#define MAX_LIGHTS 8
vec3 doLighting(vec3 viewPos, vec3 viewNormal, vec3 vertexColor)
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
{
vec3 lightDir;
float d;
#if @colorMode == 2
vec3 diffuse = vertexColor;
vec3 ambient = vertexColor;
vec4 diffuse = vertexColor;
vec3 ambient = vertexColor.xyz;
#else
vec3 diffuse = gl_FrontMaterial.diffuse.xyz;
vec4 diffuse = gl_FrontMaterial.diffuse;
vec3 ambient = gl_FrontMaterial.ambient.xyz;
#endif
vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
vec3 lightResult = vec3(0.0, 0.0, 0.0);
for (int i=0; i<MAX_LIGHTS; ++i)
{
lightDir = gl_LightSource[i].position.xyz - (viewPos.xyz * gl_LightSource[i].position.w);
@ -43,11 +43,17 @@ vec3 doLighting(vec3 viewPos, vec3 viewNormal, vec3 vertexColor)
lightDir = normalize(lightDir);
lightResult.xyz += ambient * gl_LightSource[i].ambient.xyz;
lightResult.xyz += diffuse * gl_LightSource[i].diffuse.xyz * clamp(1.0 / (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * d + gl_LightSource[i].quadraticAttenuation * d * d), 0.0, 1.0)
lightResult.xyz += diffuse.xyz * gl_LightSource[i].diffuse.xyz * clamp(1.0 / (gl_LightSource[i].constantAttenuation + gl_LightSource[i].linearAttenuation * d + gl_LightSource[i].quadraticAttenuation * d * d), 0.0, 1.0)
* max(dot(viewNormal.xyz, lightDir), 0.0);
}
lightResult += gl_LightModel.ambient.xyz * ambient;
lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
#if @colorMode == 1
lightResult.xyz += vertexColor.xyz;
#else
lightResult.xyz += gl_FrontMaterial.emission.xyz;
#endif
return lightResult;
}
@ -78,6 +84,9 @@ void main(void)
emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
#endif
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color.xyz);
lighting = clamp(lighting, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
// TODO: make clamp configurable
// the following produces fixed-function compatible lighting, w/o clamp arguably looks better
//lighting = clamp(lighting, vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0));
}

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