mirror of
https://github.com/overte-org/overte.git
synced 2025-08-16 12:51:28 +02:00
using the Material class
This commit is contained in:
parent
1bbdb43d8c
commit
7be1f41659
7 changed files with 59 additions and 58 deletions
|
@ -14,6 +14,8 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
@ -32,11 +34,13 @@ void main(void) {
|
|||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(normal.xyz),
|
||||
evalOpaqueFinalAlpha(gl_Color.a, diffuse.a),
|
||||
gl_Color.rgb * diffuse.rgb,
|
||||
gl_FrontMaterial.specular.rgb,
|
||||
gl_FrontMaterial.shininess,
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
@ -45,12 +47,13 @@ void main(void) {
|
|||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(gl_Color.a, diffuse.a),
|
||||
//gl_Color.rgb * diffuse.rgb,
|
||||
vec3(1.0, 0.0, 0.0),
|
||||
gl_FrontMaterial.specular.rgb,
|
||||
gl_FrontMaterial.shininess,
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
@ -49,17 +51,13 @@ void main(void) {
|
|||
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(gl_Color.a, diffuse.a),
|
||||
gl_Color.rgb * diffuse.rgb,
|
||||
specular,
|
||||
gl_FrontMaterial.shininess,
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb,
|
||||
specular, // no use of getMaterialSpecular(mat)
|
||||
getMaterialShininess(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
/*
|
||||
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb * (vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb), mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
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 / 128.0);
|
||||
*/
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
@ -35,17 +37,13 @@ void main(void) {
|
|||
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
|
||||
vec4 emissive = texture2D(emissiveMap, interpolatedTexcoord1.st);
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(normal.xyz),
|
||||
evalOpaqueFinalAlpha(gl_Color.a, diffuse.a),
|
||||
gl_Color.rgb * diffuse.rgb,
|
||||
specular,
|
||||
gl_FrontMaterial.shininess,
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb,
|
||||
specular, // no use of getMaterialSpecular(mat)
|
||||
getMaterialShininess(mat),
|
||||
(vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb));
|
||||
/*
|
||||
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb * (vec3(emissiveParams.x) + emissiveParams.y * emissive.rgb), mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
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 / 128.0);
|
||||
*/
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
@ -34,18 +36,15 @@ void main(void) {
|
|||
vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) - vec3(0.5, 0.5, 0.5);
|
||||
vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
|
||||
normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
|
||||
|
||||
// set the diffuse, normal, specular data
|
||||
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
/* gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
gl_FragData[1] = viewNormal + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[2] = vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
|
||||
*/
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(gl_Color.a, diffuse.a),
|
||||
gl_Color.rgb * diffuse.rgb,
|
||||
gl_FrontMaterial.specular.rgb,
|
||||
gl_FrontMaterial.shininess);
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb,
|
||||
getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
@ -41,15 +43,13 @@ void main(void) {
|
|||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
|
||||
/* gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
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 / 128.0);
|
||||
*/
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(viewNormal.xyz),
|
||||
evalOpaqueFinalAlpha(gl_Color.a, diffuse.a),
|
||||
gl_Color.rgb * diffuse.rgb,
|
||||
specular,
|
||||
gl_FrontMaterial.shininess);
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb,
|
||||
specular, //getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
|
||||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
<@include Material.slh@>
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
|
@ -27,16 +29,13 @@ void main(void) {
|
|||
// set the diffuse, normal, specular data
|
||||
vec4 diffuse = texture2D(diffuseMap, gl_TexCoord[0].st);
|
||||
vec3 specular = texture2D(specularMap, gl_TexCoord[0].st).rgb;
|
||||
/*
|
||||
gl_FragData[0] = vec4(gl_Color.rgb * diffuse.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
|
||||
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 / 128.0);
|
||||
*/
|
||||
|
||||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(normal.xyz),
|
||||
evalOpaqueFinalAlpha(gl_Color.a, diffuse.a),
|
||||
gl_Color.rgb * diffuse.rgb,
|
||||
specular,
|
||||
gl_FrontMaterial.shininess);
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb,
|
||||
specular, //getMaterialSpecular(mat),
|
||||
getMaterialShininess(mat));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue