Improve water shaders a bit

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10741 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2012-01-29 03:11:48 +00:00
parent f33cbb8dc0
commit 1d12c3c9aa

View File

@ -19,8 +19,8 @@ void main()
vec3 normal2 = 2.0 * texture2D (BumpTex2, gl_TexCoord[0].st + delta2).rgb - 1.0;
// scale normals
//normal.y = 4.0*normal.y;
//normal2.y = 4.0*normal2.y;
normal.y = 4.0*normal.y;
normal2.y = 4.0*normal2.y;
normal = (normalize(normal) + normalize(normal2))/2.0;
@ -37,7 +37,7 @@ void main()
// lamberFactor = 0.0;
//}
gl_FragColor = diffuseMaterial * (lamberFactor);
gl_FragColor = diffuseMaterial * (0.3 + lamberFactor*0.7);
// specular (phong)
vec3 R = normalize(reflect(lightVec, normal));
@ -47,12 +47,13 @@ void main()
{
// weak specular
specular = specular*specular;
float specular03 = specular*0.2;
gl_FragColor += vec4(specular03, specular03, specular03, 0.0);
float specular_weak = specular*0.1;
gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
// strong specular
specular = specular*specular*specular;
float specular06 = specular*0.5;
gl_FragColor += vec4(specular06, specular06, specular06, 0.0);
specular = specular*specular;
specular = specular*specular;
float specular_strong = specular*0.4;
gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
}
}