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
This commit is contained in:
auria 2012-01-15 20:33:18 +00:00
parent df0232456d
commit 93a7099cf9
2 changed files with 3 additions and 3 deletions

View File

@ -27,12 +27,12 @@ void main()
float shininess ;
// compute ambient
vec4 ambientLight = vec4(0.3, 0.3, 0.3, 0.0);
vec4 ambientLight = vec4(0.5, 0.5, 0.5, 1.0);
if (lamberFactor > 0.0)
{
diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st);
diffuseLight = vec4(0.7, 0.7, 0.7, 0.0);
diffuseLight = vec4(0.5, 0.5, 0.5, 1.0);
gl_FragColor = diffuseMaterial * diffuseLight * lamberFactor ;
}

View File

@ -65,7 +65,7 @@ public:
// We could calculate light direction as coming from the sun (then we'd need to
// transform it into camera space). But I find that pretending light
// comes from the camera gives good results
const float lightdir[] = {0.0f, 0.0f, -1.0f};
const float lightdir[] = {0.1852f, -0.1852f, -0.9259f};
services->setVertexShaderConstant("lightdir", lightdir, 3);
}
};