Use some realist order of magnitude of light

This commit is contained in:
vlj 2014-04-21 19:40:10 +02:00
parent d7e3976ef5
commit 2aa6676050
3 changed files with 4 additions and 4 deletions

View File

@ -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.);
}

View File

@ -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.);
}

View File

@ -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;