Slightly improve normal map shader. It's less physically realistic than before but IMO looks better

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10739 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria
2012-01-29 01:10:57 +00:00
parent bae9f0e15e
commit b57ea6a182

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@@ -17,25 +17,11 @@ void main()
normal = normalize (normal);
// compute diffuse lighting
float lamberFactor= max (dot (lightVec, normal), 0.0) ;
float lamberFactor = max (dot (lightVec, normal), 0.0) ;
vec4 diffuseMaterial;
vec4 diffuseLight;
// compute specular lighting
vec4 specularMaterial ;
vec4 specularLight ;
float shininess ;
// compute ambient
vec4 ambientLight = vec4(0.5, 0.5, 0.5, 1.0);
if (lamberFactor > 0.0)
{
diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st);
diffuseLight = vec4(0.5, 0.5, 0.5, 1.0);
diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st);
gl_FragColor = diffuseMaterial * diffuseLight * lamberFactor ;
}
gl_FragColor += ambientLight;
// 0.4 is the ambient light
gl_FragColor = diffuseMaterial * (0.5 + lamberFactor*0.5);
}