Use some realist order of magnitude of light
This commit is contained in:
parent
d7e3976ef5
commit
2aa6676050
@ -42,6 +42,6 @@ void main(void)
|
||||
float g = dot(extendednormal, gmat * extendednormal);
|
||||
float b = dot(extendednormal, bmat * extendednormal);
|
||||
|
||||
Diff = max(0.25 * vec4(r, g, b, .1), vec4(0.));
|
||||
Diff = 200. * max(0.25 * vec4(r, g, b, .1), vec4(0.));
|
||||
Spec = vec4(0.);
|
||||
}
|
||||
|
@ -25,5 +25,5 @@ void main(void)
|
||||
vec4 tmp = (InverseViewMatrix * InverseProjectionMatrix * vec4(eyedir, 1.));
|
||||
eyedir = tmp.xyz / tmp.w;
|
||||
vec4 color = texture(tex, eyedir);
|
||||
FragColor = vec4(color.xyz, 1.);
|
||||
FragColor = 1200. * vec4(color.xyz, 1.);
|
||||
}
|
||||
|
@ -120,8 +120,8 @@ void main() {
|
||||
}
|
||||
else
|
||||
factor = 1.;
|
||||
Diff = vec4(factor * NdotL * col, 1.);
|
||||
Spec = vec4(factor * Specular, 1.);
|
||||
Diff = vec4(1200. * factor * NdotL * col, 1.);
|
||||
Spec = vec4(1200. * factor * Specular, 1.);
|
||||
return;
|
||||
|
||||
// float moved = (abs(dx) + abs(dy)) * 0.5;
|
||||
|
Loading…
Reference in New Issue
Block a user