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Commit dc38ef5d authored by David Parks's avatar David Parks
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NORSPEC-177 Add glare to transparent surfaces.

parent 369dadf8
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......@@ -121,7 +121,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
}
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare)
{
//get light vector
vec3 lv = lp.xyz-v;
......@@ -169,7 +169,13 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
if (nh > 0.0)
{
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
col += lit*scol*light_col.rgb*spec.rgb;
vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
col += speccol;
float cur_glare = max(speccol.r, speccol.g);
cur_glare = max(cur_glare, speccol.b);
glare = max(glare, speccol.r);
glare += max(cur_glare, 0.0);
//col += spec.rgb;
}
}
......@@ -442,7 +448,7 @@ void main()
#endif
#if HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
vec4 spec = texture2D(specularMap, vary_texcoord2.xy)*specular_color;
#else
vec4 spec = specular_color;
#endif
......@@ -472,7 +478,7 @@ void main()
vec4 final_specular = spec;
#if HAS_SPECULAR_MAP
//final_color.rgb *= 1 - spec.a * env_intensity;
final_specular.rgb *= specular_color.rgb;
//final_specular.rgb *= specular_color.rgb;
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), spec.a * env_intensity, 0.0);
final_specular.a = specular_color.a * norm.a;
......@@ -577,6 +583,8 @@ void main()
col.rgb *= diffuse.rgb;
float glare = 0.0;
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
......@@ -588,6 +596,10 @@ void main()
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib) / 6;
glare = max(spec_contrib.r, spec_contrib.g);
glare = max(glare, spec_contrib.b);
col += spec_contrib;
}
......@@ -595,8 +607,15 @@ void main()
{
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2,
vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2;
col = mix(col.rgb, refcol,
max(envIntensity-diffuse.a*2.0, 0.0));
float cur_glare = max(refcol.r, refcol.g);
cur_glare = max(cur_glare, refcol.b);
cur_glare *= envIntensity*4.0;
glare += cur_glare;
}
col = atmosLighting(col);
......@@ -604,18 +623,19 @@ void main()
vec3 npos = normalize(-pos.xyz);
#define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
#define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare);
LIGHT_LOOP(1)
/*LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
LIGHT_LOOP(4)
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
LIGHT_LOOP(7)*/
frag_color.rgb = col.rgb;
frag_color.a = diffcol.a*vertex_color.a;
glare = min(glare, 1.0);
frag_color.a = max(diffcol.a*vertex_color.a, glare);
#else
frag_data[0] = final_color;
......
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