Improved the specularity by adding a little offset to the energy
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14805 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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27e397d2c7
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cb21815054
@ -26,6 +26,7 @@ void main() {
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vec3 light_col = col[i].xyz;
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float d = distance(light_pos, xpos.xyz);
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float att = energy[i] * 200. / (4. * 3.14 * d * d);
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float spec_att = (energy[i] + 10) * 200. / (4. * 3.14 * d * d);
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vec3 norm = texture2D(ntex, texc).xyz;
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norm = (norm - 0.5) * 2.0;
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@ -39,7 +40,7 @@ void main() {
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vec3 R = reflect(-L, norm);
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float RdotE = max(0.0, dot(R, normalize(xpos.xyz)));
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float Specular = pow(RdotE, spec);
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specular += Specular * light_col * att;
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specular += Specular * light_col * spec_att;
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}
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gl_FragData[0] = vec4(diffuse, 1.);
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