[Quake2world-dev] r643 - quake2world-data/trunk/target/default/shaders
jayschwa at jdolan.dyndns.org
jayschwa at jdolan.dyndns.org
Sun Oct 4 23:38:22 UTC 2009
Author: jayschwa
Date: 2009-10-04 23:38:22 +0000 (Sun, 04 Oct 2009)
New Revision: 643
Modified:
quake2world-data/trunk/target/default/shaders/mesh_fs.glsl
Log:
Attempt to make shading more subtle. The previous setting seemed okay for first-person weapon models, but it was too strong on everything else, like player models.
Modified: quake2world-data/trunk/target/default/shaders/mesh_fs.glsl
===================================================================
--- quake2world-data/trunk/target/default/shaders/mesh_fs.glsl 2009-10-04 23:18:25 UTC (rev 642)
+++ quake2world-data/trunk/target/default/shaders/mesh_fs.glsl 2009-10-04 23:38:22 UTC (rev 643)
@@ -18,7 +18,7 @@
// use the primary color and static light direction to resolve shade
vec3 lightdir = normalize(LIGHTPOS - point);
- float shade = max(0.5, pow(2.0 * dot(normal, lightdir), 2.0));
+ float shade = 1.0 + dot(normal, lightdir);
// add any dynamic lighting and yield a base fragment color
LightFragment(diffuse, gl_Color.rgb * shade);
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