Backing up on any changes regarding shading, focus on the rearr view mirror and stencil bug

This commit is contained in:
samcake 2015-10-08 09:32:05 -07:00
parent a2ca1c033d
commit c7049bad39
4 changed files with 7 additions and 11 deletions

View file

@ -146,7 +146,7 @@ void FBXReader::consolidateFBXMaterials() {
// FIXME: Do not use the Specular Factor yet as some FBX models have it set to 0
// metallic *= material.specularFactor;
material._material->setMetallic(metallic);
material._material->setGloss(material.shininess / 100.0f);
material._material->setGloss(material.shininess);
if (material.opacity <= 0.0f) {
material._material->setOpacity(1.0f);

View file

@ -53,7 +53,7 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular,
_fragColor0 = vec4(diffuse.rgb, alpha);
_fragColor1 = vec4(bestFitNormal(normal), 1.0);
_fragColor2 = vec4(specular, shininess);
_fragColor2 = vec4(specular, shininess / 128.0);
}
void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
@ -64,7 +64,7 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 s
_fragColor0 = vec4(diffuse.rgb, alpha);
//_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
_fragColor1 = vec4(bestFitNormal(normal), 0.5);
_fragColor2 = vec4(emissive, shininess);
_fragColor2 = vec4(emissive, shininess / 128.0);
}
void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
@ -74,7 +74,7 @@ void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec
_fragColor0 = vec4(diffuse.rgb, alpha);
// _fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
// _fragColor2 = vec4(specular, shininess);
// _fragColor2 = vec4(specular, shininess / 128.0);
}
<@endif@>

View file

@ -131,8 +131,7 @@ vec3 evalSkyboxGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 positi
color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
// return color;
return shading.rgb;
return color;
}
<@endfunc@>

View file

@ -30,11 +30,8 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 sp
float shlickPower = (1.0 - dot(fragLightDir,halfDir));
float shlickPower2 = shlickPower * shlickPower;
float shlickPower5 = shlickPower2 * shlickPower2 * shlickPower;
// vec3 fresnel = specular + (1.0 - specular) * shlickPower5;
vec3 fresnel = vec3( 0.1 + (1.0 - 0.1) * shlickPower5 );
// vec3 reflect = specularPower * fresnel;
vec3 reflect = fresnel;
vec3 schlick = specular * (1.0 - shlickPower5) + vec3(shlickPower5);
vec3 reflect = specularPower * schlick;
return vec4(reflect, diffuse);
}