From 93a7099cf9c278ce10715558f8a0185df3900d62 Mon Sep 17 00:00:00 2001 From: auria Date: Sun, 15 Jan 2012 20:33:18 +0000 Subject: [PATCH] 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 --- data/shaders/normalmap.frag | 4 ++-- src/graphics/material.cpp | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/data/shaders/normalmap.frag b/data/shaders/normalmap.frag index 9aa734c9b..890e54d07 100644 --- a/data/shaders/normalmap.frag +++ b/data/shaders/normalmap.frag @@ -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 ; } diff --git a/src/graphics/material.cpp b/src/graphics/material.cpp index 03b7f03d1..502f138df 100644 --- a/src/graphics/material.cpp +++ b/src/graphics/material.cpp @@ -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); } };