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fix typos
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1 changed files with 2 additions and 3 deletions
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@ -147,18 +147,17 @@ vec3 evalLightmappedColor(mat4 invViewMat, float shadowAttenuation, vec3 normal,
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// it should be just 0, but we have innacurracy so we need to overshoot
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// it should be just 0, but we have innacurracy so we need to overshoot
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const float PERPENDICULAR_THRESHOLD = -0.005;
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const float PERPENDICULAR_THRESHOLD = -0.005;
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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//float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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//float facingLight = step(PERPENDICULAR_THRESHOLD, diffuseDot);
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// evaluate the shadow test but only relevant for light facing fragments
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// evaluate the shadow test but only relevant for light facing fragments
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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float lightAttenuation = (1 - facingLight) + facingLight * shadowAttenuation;
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// diffuse light is the lightmap dimmed by shadow
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// diffuse light is the lightmap dimmed by shadow
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vec3 diffuseLight = lightAttenuation * lightmap;
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vec3 diffuseLight = lightAttenuation * lightmap;
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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// ambient is a tiny percentage of the lightmap and only when in the shadow
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vec3 ambientLight = (1 - lightAttenuation) * lightmap * getLightAmbientIntensity(light);
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vec3 ambientLight = (1 - lightAttenuation) * lightmap * getLightAmbientIntensity(light);
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return diffuse * (ambientLight + diffuseLight);
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return diffuse * (ambientLight + diffuseLight);
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}
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}
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<@endfunc@>
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<@endfunc@>
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