Made a few more fullbright face types occlude any glow behind them.

This commit is contained in:
Shyotl
2013-10-26 18:01:36 -05:00
parent fc04f6b2e1
commit 574022ed2c
13 changed files with 23 additions and 13 deletions

View File

@@ -48,6 +48,7 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = .0;
frag_color = color;
}

View File

@@ -50,7 +50,7 @@ void fullbright_shiny_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
color.a = 0.0;
frag_color = color;
}

View File

@@ -51,7 +51,7 @@ void fullbright_shiny_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
color.a = 0.0;
frag_color = color;
}

View File

@@ -48,7 +48,7 @@ void fullbright_shiny_lighting_water()
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
color.a = 1.0;
frag_color = applyWaterFog(color);
}

View File

@@ -49,7 +49,7 @@ void fullbright_shiny_lighting_water()
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
color.a = 0.0;
frag_color = applyWaterFog(color);
}

View File

@@ -32,7 +32,7 @@ out vec4 frag_color;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
vec4 diffuseLookup(vec2 texcoord);
/* vec4 diffuseLookup(vec2 texcoord); */
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);

View File

@@ -50,7 +50,7 @@ void shiny_lighting()
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
color.a = 1.0;
frag_color = color;
}

View File

@@ -51,7 +51,7 @@ void shiny_lighting()
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
color.a = 1.0;
frag_color = color;
}

View File

@@ -47,7 +47,7 @@ void shiny_lighting_water()
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
color.a = max(color.a, vertex_color.a);
color.a = 1.0;
frag_color = applyWaterFog(color);
}

View File

@@ -48,7 +48,7 @@ void shiny_lighting_water()
color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
color.a = max(color.a, vertex_color.a);
color.a = 1.0;
frag_color = applyWaterFog(color);
}

View File

@@ -48,11 +48,9 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
vertex_color = emissive;
calcAtmospherics(pos.xyz);
vertex_color = emissive;
gl_Position = projection_matrix*vec4(pos, 1.0);
}