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2 changed files with 7 additions and 8 deletions
+2 -2
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@@ -1,6 +1,6 @@
[submodule "assets"]
path = assets
url = tacticalz@1.drake.imon.nu:TacticalZ-assets
url = https://imon.nu/git/BTH/Axyz-assets.git
[submodule "deps"]
path = deps
url = tacticalz@1.drake.imon.nu:TacticalZ-deps
url = https://imon.nu/git/BTH/Axyz-deps.git
+5 -6
View File
@@ -321,7 +321,8 @@ void main()
float shadowFactor = 0.0;
for(int i = start; i < start + amount; i++) {
vec3 shadowColor = vec3(1.0);
int l = int(LightIndex[i]);
LightSource light = LightSources.List[l];
@@ -333,13 +334,11 @@ void main()
int DepthMapIndex = getShadowIndex(FarDistance);
light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
shadowColor = min(vec3(shadowFactor), vec3(1.0));
}
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao * shadowColor, light_result.Diffuse.a);
totalLighting.Specular += vec4(light_result.Specular.rgb * ao * shadowColor, light_result.Specular.a);
}
totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));