Shaders fixes and cleanup relief mapping code.
This commit is contained in:
@@ -41,7 +41,7 @@ void main(void)
|
||||
|
||||
//Allow parallax/relief mapping only for certain kind of nodes
|
||||
//Variable is also used to control area of the effect
|
||||
#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
|
||||
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
|
||||
area_enable_parallax = 1.0;
|
||||
#else
|
||||
area_enable_parallax = 0.0;
|
||||
@@ -94,7 +94,7 @@ void main(void)
|
||||
|
||||
// Don't generate heightmaps when too far from the eye
|
||||
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
|
||||
if (dist > 100.0) {
|
||||
if (dist > 120.0) {
|
||||
area_enable_parallax = 0.0;
|
||||
}
|
||||
|
||||
@@ -103,7 +103,7 @@ void main(void)
|
||||
vec3 normal, tangent, binormal;
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
|
||||
binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
|
||||
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
|
||||
|
||||
vec3 v;
|
||||
|
||||
@@ -111,13 +111,13 @@ void main(void)
|
||||
v.x = dot(lightVec, tangent);
|
||||
v.y = dot(lightVec, binormal);
|
||||
v.z = dot(lightVec, normal);
|
||||
tsLightVec = v;
|
||||
tsLightVec = normalize (v);
|
||||
|
||||
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
v.x = dot(eyeVec, tangent);
|
||||
v.y = dot(eyeVec, binormal);
|
||||
v.z = dot(eyeVec, normal);
|
||||
tsEyeVec = v;
|
||||
tsEyeVec = normalize (v);
|
||||
|
||||
vec4 color;
|
||||
float day = gl_Color.r;
|
||||
|
Reference in New Issue
Block a user