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169 | |
169 | |
170 | void skybox_material::fsh (view &ctx) |
170 | void skybox_material::fsh (view &ctx) |
171 | { |
171 | { |
172 | using namespace shader::compile; |
172 | using namespace shader::compile; |
173 | |
173 | |
174 | xyz (fout.frag_color) = texture_2d (tex, skybox_texcoord); |
174 | xyz (fout.frag_color) = xyz (texture_2d (tex, skybox_texcoord)); |
175 | } |
175 | } |
176 | |
176 | |
177 | void mat_timed::enable (view &ctx) |
177 | void mat_timed::enable (view &ctx) |
178 | { |
178 | { |
179 | material::enable (ctx); |
179 | material::enable (ctx); |
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316 | temp_3f lc; |
316 | temp_3f lc; |
317 | temp_1f fac; |
317 | temp_1f fac; |
318 | |
318 | |
319 | temp_3f rot1, rot2, rot3; |
319 | temp_3f rot1, rot2, rot3; |
320 | |
320 | |
321 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
321 | yxz (rot1) = (xyz (texture_2d (normvar, texcoord)) * 2.F - 1.F); |
322 | |
322 | |
323 | //rot1 = normal_matrix * rot1; |
323 | //rot1 = normal_matrix * rot1; |
324 | |
324 | |
325 | rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1)); |
325 | rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1)); |
326 | rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1)); |
326 | rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1)); |
327 | |
327 | |
328 | normal = mat3 (rot1, rot2, rot3) * normal; |
328 | normal = mat3 (rot1, rot2, rot3) * normal; |
329 | |
329 | |
330 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
330 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
331 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
331 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
332 | xyz (fout.frag_color) = (texture_2d (texvar, texcoord) + 0.2F) * fac |
332 | xyz (fout.frag_color) = xyz (texture_2d (texvar, texcoord) + 0.2F) |
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333 | * fac |
333 | * ctx.pass->l->sh_colour; |
334 | * ctx.pass->l->sh_colour; |
334 | //xyz (fout.frag_color) = lc * fac; |
335 | //xyz (fout.frag_color) = lc * fac; |
335 | } |
336 | } |
336 | } |
337 | } |
337 | |
338 | |