Reduce rimlight effect to a more reasonable strenght

This commit is contained in:
Marianne Gagnon
2014-04-14 19:56:26 -04:00
parent 70cb9cec59
commit e4afea5cca

View File

@@ -17,7 +17,7 @@ varying vec2 uv;
void main() {
float rim = 1.0 - dot(nor, vec3(0., 0., -1));
rim = smoothstep(0.5, 1.5, rim) * 0.35;
rim = smoothstep(0.5, 1.5, rim) * 0.15;
vec4 color = texture(Albedo, uv);
vec2 tc = gl_FragCoord.xy / screen;