Intel GPU/OpenGL 2.x planet normals fix
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@@ -29,10 +29,10 @@ void main(){
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specular = vec3(1.0 * pow(specularFactor, 40.0)) * albedo;
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}
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vec3 norc = (u_ambientColor + specular) * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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vec3 norc = (u_ambientColor + specular) * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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float emissive = a_emissive.a * u_emissive * min(pow(max(0.0, (1.0 - norc.r) * 1.2), 3.0), 1.1);
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v_col = vec4(mix(a_color.rgb, a_emissive.rgb, emissive), 1.0) * vec4(mix(norc, vec3(1.0), emissive), 1.0);
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v_col = vec4(mix(a_color.rgb, a_emissive.rgb, emissive), 1.0) * vec4(mix(norc, vec3(1.0), emissive), 1.0);
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gl_Position = u_proj * u_trans * a_position;
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}
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13
core/assets/shaders/unlitwhite.vert
Executable file
13
core/assets/shaders/unlitwhite.vert
Executable file
@@ -0,0 +1,13 @@
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attribute vec4 a_position;
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attribute vec3 a_normal;
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uniform mat4 u_proj;
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uniform mat4 u_trans;
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uniform vec4 u_color;
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varying vec4 v_col;
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void main(){
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v_col = vec4(1.0);
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gl_Position = u_proj * u_trans * a_position;
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}
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