Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Andros Baphomet
2013-10-12 01:50:26 -04:00
102 changed files with 2586 additions and 2911 deletions

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@@ -30,7 +30,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 binormal;
ATTRIBUTE vec4 tangent;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
@@ -52,8 +52,8 @@ void main()
vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 t = cross(b, n);
vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 b = cross(n, t) * tangent.w;
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);

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@@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 binormal;
ATTRIBUTE vec4 tangent;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
@@ -46,8 +46,8 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 n = normalize(normal_matrix * normal);
vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vec3 t = normalize(normal_matrix * tangent.xyz);
vec3 b = cross(n, t) * tangent.w;
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);

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@@ -2093,7 +2093,6 @@ uniform sampler2D diffuseMap;
uniform vec2 rcp_screen_res;
uniform vec4 rcp_frame_opt;
uniform vec4 rcp_frame_opt2;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
VARYING vec2 vary_tc;

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@@ -141,7 +141,7 @@ void main()
if (sa > 0.0)
{
sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*light_col[i].rgb*spec.rgb;
}

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@@ -123,7 +123,7 @@ void main()
float sa = dot(normalize(lv-normalize(pos)),norm);
if (sa > 0.0)
{
sa = 6 * texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);
sa *= noise;
col += da*sa*color.rgb*spec.rgb;
}

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@@ -314,7 +314,7 @@ void main()
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, sun_dir.xyz);
vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;

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@@ -25,12 +25,12 @@
uniform mat3 normal_matrix;
ATTRIBUTE vec3 binormal;
ATTRIBUTE vec4 tangent;
VARYING vec4 binormal_out;
VARYING vec4 tangent_out;
void main()
{
binormal_out = vec4(normal_matrix * binormal, 0.0);
tangent_out = vec4(normal_matrix * tangent.xyz, tangent.w);
}