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Blinn-Phong Specular Changes
Based on the work done here: http://www.garagegames.com/community/blogs/view/21032
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f5246bb809
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25 changed files with 167 additions and 26 deletions
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@ -517,6 +517,12 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
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specPow->constSortPos = cspPotentialPrimitive;
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}
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Var *specStrength = new Var;
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specStrength->setType( "float" );
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specStrength->setName( "specularStrength" );
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specStrength->uniform = true;
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specStrength->constSortPos = cspPotentialPrimitive;
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Var *constSpecPow = new Var;
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constSpecPow->setType( "float" );
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constSpecPow->setName( "constantSpecularPower" );
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@ -527,7 +533,7 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
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AssertFatal( lightInfoSamp, "Something hosed the deferred features! Can't find lightInfoSample" );
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// (a^m)^n = a^(m*n)
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meta->addStatement( new GenOp( " @ = pow(d_specular, ceil(@ / @)) * d_NL_Att;\r\n", specDecl, specPow, constSpecPow ) );
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meta->addStatement( new GenOp( " @ = pow(d_specular, ceil(@ / @)) * @;\r\n", specDecl, specPow, constSpecPow, specStrength ) );
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LangElement *specMul = new GenOp( "@ * @", specCol, specular );
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LangElement *final = specMul;
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@ -539,8 +545,7 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
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final = new GenOp( "@ * @.a", final, bumpSample );
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}
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// add to color
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meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
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// add to color meta->addStatement( new GenOp( " @;\r\n", assignColor( final, Material::Add ) ) );
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output = meta;
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}
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