[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);



More information about the Quake2World-dev mailing list