From 24b193b5dc4c95378ed644c3cc3f25706df98aed Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Fri, 12 Sep 2014 18:11:46 -0700 Subject: [PATCH] Alpha testing bits. --- interface/resources/shaders/directional_light.frag | 2 +- .../shaders/directional_light_cascaded_shadow_map.frag | 2 +- .../resources/shaders/directional_light_shadow_map.frag | 2 +- interface/resources/shaders/model.frag | 5 +++-- interface/resources/shaders/model_normal_map.frag | 5 +++-- interface/resources/shaders/model_normal_specular_map.frag | 5 +++-- interface/resources/shaders/model_specular_map.frag | 5 +++-- 7 files changed, 15 insertions(+), 11 deletions(-) diff --git a/interface/resources/shaders/directional_light.frag b/interface/resources/shaders/directional_light.frag index 5c76fd3ff4..8ca10ce27e 100644 --- a/interface/resources/shaders/directional_light.frag +++ b/interface/resources/shaders/directional_light.frag @@ -56,5 +56,5 @@ void main(void) { // add specular contribution vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st); - gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 255.0) * specularColor.rgb, normal.a); + gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a); } diff --git a/interface/resources/shaders/directional_light_cascaded_shadow_map.frag b/interface/resources/shaders/directional_light_cascaded_shadow_map.frag index 054b505f8e..980baf24f3 100644 --- a/interface/resources/shaders/directional_light_cascaded_shadow_map.frag +++ b/interface/resources/shaders/directional_light_cascaded_shadow_map.frag @@ -76,5 +76,5 @@ void main(void) { // add specular contribution vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st); - gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 255.0) * specularColor.rgb, normal.a); + gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a); } diff --git a/interface/resources/shaders/directional_light_shadow_map.frag b/interface/resources/shaders/directional_light_shadow_map.frag index b167d58b2a..ea2b9889d3 100644 --- a/interface/resources/shaders/directional_light_shadow_map.frag +++ b/interface/resources/shaders/directional_light_shadow_map.frag @@ -71,5 +71,5 @@ void main(void) { // add specular contribution vec4 specularColor = texture2D(specularMap, gl_TexCoord[0].st); - gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 255.0) * specularColor.rgb, normal.a); + gl_FragColor = vec4(baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb, normal.a); } diff --git a/interface/resources/shaders/model.frag b/interface/resources/shaders/model.frag index 70949c48b4..ac03158146 100644 --- a/interface/resources/shaders/model.frag +++ b/interface/resources/shaders/model.frag @@ -19,7 +19,8 @@ varying vec4 normal; void main(void) { // set the diffuse, normal, specular data - gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st); + vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st); + gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5)); gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0); - gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 255.0); + gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0); } diff --git a/interface/resources/shaders/model_normal_map.frag b/interface/resources/shaders/model_normal_map.frag index 5ec3513fb5..7b1624b257 100644 --- a/interface/resources/shaders/model_normal_map.frag +++ b/interface/resources/shaders/model_normal_map.frag @@ -33,7 +33,8 @@ void main(void) { normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0); // set the diffuse, normal, specular data - gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st); + vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st); + gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5)); gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0); - gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 255.0); + gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0); } diff --git a/interface/resources/shaders/model_normal_specular_map.frag b/interface/resources/shaders/model_normal_specular_map.frag index d43d69d1e6..9c3e603cb7 100644 --- a/interface/resources/shaders/model_normal_specular_map.frag +++ b/interface/resources/shaders/model_normal_specular_map.frag @@ -36,8 +36,9 @@ void main(void) { normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0); // set the diffuse, normal, specular data - gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st); + vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st); + gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5)); gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0); gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, - gl_FrontMaterial.shininess / 255.0); + gl_FrontMaterial.shininess / 128.0); } diff --git a/interface/resources/shaders/model_specular_map.frag b/interface/resources/shaders/model_specular_map.frag index 63c1ccc17b..ec8ed073d5 100644 --- a/interface/resources/shaders/model_specular_map.frag +++ b/interface/resources/shaders/model_specular_map.frag @@ -22,8 +22,9 @@ varying vec4 normal; void main(void) { // set the diffuse, normal, specular data - gl_FragData[0] = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].st); + vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st); + gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, step(diffuse.a, 0.5)); gl_FragData[1] = normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0); gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb * texture2D(specularMap, gl_TexCoord[0].st).rgb, - gl_FrontMaterial.shininess / 255.0); + gl_FrontMaterial.shininess / 128.0); }