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3 Commits
AndersTest
...
master
| Author | SHA1 | Date | |
|---|---|---|---|
| 7ebc910867 | |||
| 1354bd5d91 | |||
| 3eb1cf6c9f |
+2
-2
@@ -1,6 +1,6 @@
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[submodule "assets"]
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path = assets
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url = tacticalz@1.drake.imon.nu:TacticalZ-assets
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url = https://imon.nu/git/BTH/Axyz-assets.git
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[submodule "deps"]
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path = deps
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url = tacticalz@1.drake.imon.nu:TacticalZ-deps
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url = https://imon.nu/git/BTH/Axyz-deps.git
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@@ -321,7 +321,8 @@ void main()
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float shadowFactor = 0.0;
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for(int i = start; i < start + amount; i++) {
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vec3 shadowColor = vec3(1.0);
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int l = int(LightIndex[i]);
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LightSource light = LightSources.List[l];
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@@ -333,13 +334,11 @@ void main()
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int DepthMapIndex = getShadowIndex(FarDistance);
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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shadowFactor = CalcShadowValue(Input.PositionLightSpace[DepthMapIndex], Input.Normal, vec3(light.Direction), DepthMap, DepthMapIndex);
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shadowColor = min(vec3(shadowFactor), vec3(1.0));
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}
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao, light_result.Specular.a);
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totalLighting.Diffuse += vec4(light_result.Diffuse.rgb * ao * shadowColor, light_result.Diffuse.a);
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totalLighting.Specular += vec4(light_result.Specular.rgb * ao * shadowColor, light_result.Specular.a);
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}
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totalLighting.Diffuse *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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totalLighting.Specular *= vec4(min(vec3(shadowFactor) + AmbientColor.xyz, vec3(1.0)), 1.0);
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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