diff --git a/include/Engine/Rendering/ModelJob.h b/include/Engine/Rendering/ModelJob.h
index ba801f60..ccd0e093 100644
--- a/include/Engine/Rendering/ModelJob.h
+++ b/include/Engine/Rendering/ModelJob.h
@@ -108,6 +108,7 @@ struct ModelJob : RenderJob
EndIndex = matGroup->EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
+ GlowIntencity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
@@ -170,7 +171,7 @@ struct ModelJob : RenderJob
::Skeleton::AnimationOffset AnimationOffset;
-
+ float GlowIntencity = 8.0;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
glm::vec4 IncandescenceColor;
diff --git a/resources/Schema/Components/Model.xml b/resources/Schema/Components/Model.xml
index 4b77dacb..f81c8210 100644
--- a/resources/Schema/Components/Model.xml
+++ b/resources/Schema/Components/Model.xml
@@ -8,4 +8,5 @@
true
true
true
+ 3.0
\ No newline at end of file
diff --git a/resources/Schema/Components/Model.xsd b/resources/Schema/Components/Model.xsd
index 9c0cd519..31203ff6 100644
--- a/resources/Schema/Components/Model.xsd
+++ b/resources/Schema/Components/Model.xsd
@@ -33,6 +33,9 @@
Whether the model should use the Glowmap or not
+
+ Intensity of the glow map
+
diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl
index 471ee20b..d757ff36 100644
--- a/resources/Shaders/ForwardPlus.frag.glsl
+++ b/resources/Shaders/ForwardPlus.frag.glsl
@@ -9,6 +9,7 @@ uniform vec2 ScreenDimensions;
uniform vec4 FillColor;
uniform vec4 AmbientColor;
uniform float FillPercentage;
+uniform float GlowIntensity = 10;
uniform vec2 DiffuseUVRepeat;
uniform vec2 NormalUVRepeat;
@@ -166,7 +167,7 @@ void main()
color_result += FillColor;
}
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
- color_result += glowTexel*3;
+ color_result += glowTexel*GlowIntensity;
bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp
index 11db71f0..c98fb1f5 100644
--- a/src/Engine/Rendering/DrawFinalPass.cpp
+++ b/src/Engine/Rendering/DrawFinalPass.cpp
@@ -738,6 +738,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptrFillPercentage);
GLERROR("Bind 19 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
+ GLERROR("Bind 20 uniform");
+ glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntencity);
GLERROR("END");
}
@@ -773,6 +775,11 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptrGlowIntencity);
+
GLERROR("END");
}