Tweak lighting shaders, add commented versions without normal mapping

This commit is contained in:
2024-06-20 16:33:23 +01:00
parent 935f09f08e
commit 7162893c4f
6 changed files with 13 additions and 7 deletions
+7 -2
View File
@@ -22,7 +22,12 @@ void main() {
//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
//float y = float(normbit.w == 0 ? y3 : y2);
float y = y2;
float x = 1 - dist / rad;
vec3 c = y* (x * x * x) * lumRad.rgb;
//float x = 1 - dist / rad;
float x = 1 - (pow(dist / rad,4));
//float x = 1;
//float x = 1 - max(0, ((dist + 10000) - rad) * 0.0001) ;
//vec3 c = y* (x * x * x) * lumRad.rgb;
vec3 c = y* x * lumRad.rgb;
//vec3 c = x * lumRad.rgb;
fColor = vec4(c, 0);
}