Minor tweaks to normal maps
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10672 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -27,12 +27,12 @@ void main()
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float shininess ;
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// compute ambient
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vec4 ambientLight = vec4(0.3, 0.3, 0.3, 0.0);
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vec4 ambientLight = vec4(0.5, 0.5, 0.5, 1.0);
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if (lamberFactor > 0.0)
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{
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diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st);
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diffuseLight = vec4(0.7, 0.7, 0.7, 0.0);
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diffuseLight = vec4(0.5, 0.5, 0.5, 1.0);
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gl_FragColor = diffuseMaterial * diffuseLight * lamberFactor ;
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}
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@ -65,7 +65,7 @@ public:
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// We could calculate light direction as coming from the sun (then we'd need to
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// transform it into camera space). But I find that pretending light
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// comes from the camera gives good results
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const float lightdir[] = {0.0f, 0.0f, -1.0f};
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const float lightdir[] = {0.1852f, -0.1852f, -0.9259f};
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services->setVertexShaderConstant("lightdir", lightdir, 3);
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}
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};
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