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author | bunnei <bunneidev@gmail.com> | 2015-11-19 03:14:50 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2016-02-05 23:17:32 +0100 |
commit | bdc72d090458ab8af288304463ea75e975f1327d (patch) | |
tree | c2b16e1c2ffaeee3a00037cdc153ebb4b785e13f /src/video_core/renderer_opengl/gl_shader_gen.cpp | |
parent | gl_shader_gen: View vector needs to be normalized when computing half angle vector. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_gen.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_gen.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp index 73de94457..7821170db 100644 --- a/src/video_core/renderer_opengl/gl_shader_gen.cpp +++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp @@ -369,6 +369,7 @@ vec4 secondary_fragment_color = vec4(0.0); out += "vec3 fragment_position = -view;\n"; out += "vec3 light_vector = vec3(0.0);\n"; out += "vec3 half_angle_vector = vec3(0.0);\n"; + out += "float clamp_highlights = 1.0;\n"; out += "float dist_atten = 1.0;\n"; // Gets the index into the specified lookup table for specular lighting @@ -446,17 +447,16 @@ vec4 secondary_fragment_color = vec4(0.0); const unsigned lut_num = (unsigned)Regs::LightingSampler::Distribution0; std::string lut_lookup = "texture(lut[" + std::to_string(lut_num / 4) + "], " + clamped_lut_index + ")[" + std::to_string(lut_num & 3) + "]"; - out += "specular_sum += (" + lut_lookup + " * light_src[" + std::to_string(num) + "].specular_0 * dist_atten);\n"; - } + if (config.clamp_highlights) { + out += "clamp_highlights = (dot(light_vector, normal) <= 0.0) ? 0.0 : 1.0;\n"; + } - out += "float clamp_highlights = 1.0;\n"; - if (config.clamp_highlights) { - out += "if (dot(light_vector, normal) <= 0.0) clamp_highlights = 0.0;\n"; + out += "specular_sum += clamp_highlights * " + lut_lookup + " * light_src[" + std::to_string(num) + "].specular_0 * dist_atten;\n"; } out += "diffuse_sum += lighting_global_ambient;\n"; out += "primary_fragment_color = vec4(clamp(diffuse_sum, vec3(0.0), vec3(1.0)), 1.0);\n"; - out += "secondary_fragment_color = vec4(clamp(clamp_highlights * specular_sum, vec3(0.0), vec3(1.0)), 1.0);\n"; + out += "secondary_fragment_color = vec4(clamp(specular_sum, vec3(0.0), vec3(1.0)), 1.0);\n"; } // Do not do any sort of processing if it's obvious we're not going to pass the alpha test |