Reset the shader to fix the minimap
This commit is contained in:
parent
bc49620b23
commit
5633d217a6
@ -28,12 +28,11 @@ void main()
|
|||||||
vec3 SpecularComponent = texture(specular_map, tc).xyz;
|
vec3 SpecularComponent = texture(specular_map, tc).xyz;
|
||||||
|
|
||||||
vec3 diffuse_color_for_mix = diffuseMatColor.xyz * 4.0;
|
vec3 diffuse_color_for_mix = diffuseMatColor.xyz * 4.0;
|
||||||
vec3 metallicMatColor = mix(vec3(0.5), diffuse_color_for_mix, metallicMapValue);
|
vec3 metallicMatColor = mix(vec3(0.04), diffuse_color_for_mix, metallicMapValue);
|
||||||
vec3 tmp = DiffuseComponent * mix(diffuseMatColor.xyz, vec3(0.0), metallicMapValue) + (metallicMatColor * SpecularComponent);
|
vec3 tmp = DiffuseComponent * mix(diffuseMatColor.xyz, vec3(0.0), metallicMapValue) + (metallicMatColor * SpecularComponent);
|
||||||
|
|
||||||
vec3 emitCol = diffuseMatColor.xyz + (diffuseMatColor.xyz * diffuseMatColor.xyz * emitMapValue * emitMapValue * 10.0);
|
vec3 emitCol = diffuseMatColor.xyz + (diffuseMatColor.xyz * diffuseMatColor.xyz * emitMapValue * emitMapValue * 10.0);
|
||||||
vec4 color_1 = vec4(tmp * ao + (emitMapValue * emitCol), 1.0);
|
vec4 color_1 = vec4(tmp * ao + (emitMapValue * emitCol), 1.0);
|
||||||
//color_1 = vec4(tmp, 1.);
|
|
||||||
|
|
||||||
// Fog
|
// Fog
|
||||||
float depth = texture(depth_stencil, tc).x;
|
float depth = texture(depth_stencil, tc).x;
|
||||||
@ -59,5 +58,5 @@ void main()
|
|||||||
color_2.g = ls.g + color_1.g * (1.0 - ls.a);
|
color_2.g = ls.g + color_1.g * (1.0 - ls.a);
|
||||||
color_2.b = ls.b + color_1.b * (1.0 - ls.a);
|
color_2.b = ls.b + color_1.b * (1.0 - ls.a);
|
||||||
color_2.a = ls.a + color_1.a * (1.0 - ls.a);
|
color_2.a = ls.a + color_1.a * (1.0 - ls.a);
|
||||||
o_final_color = vec4(color_2.rgb, 1.0);
|
o_final_color = color_2;
|
||||||
}
|
}
|
||||||
|
@ -39,7 +39,6 @@ void main(void)
|
|||||||
|
|
||||||
o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
|
o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
|
||||||
o_normal_color.zw = layer_2.xy;
|
o_normal_color.zw = layer_2.xy;
|
||||||
o_normal_color.z = 0.5;
|
|
||||||
#else
|
#else
|
||||||
o_diffuse_color = vec4(final_color, 1.0);
|
o_diffuse_color = vec4(final_color, 1.0);
|
||||||
#endif
|
#endif
|
||||||
|
Loading…
Reference in New Issue
Block a user