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Merge pull request #1027 from bpay/ambient-normals
Allow normals on shadowed surfaces
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commit
84d072f25c
4 changed files with 4 additions and 2 deletions
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@ -36,6 +36,7 @@ uniform float4 inLightColor[4];
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#endif
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uniform float4 ambient;
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#define ambientCameraFactor 0.3
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uniform float specularPower;
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uniform float4 specularColor;
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@ -202,7 +202,7 @@ float4 main( FarFrustumQuadConnectP IN,
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float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
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float3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
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float4 addToResult = lightAmbient;
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float4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-IN.vsEyeRay), normal)) );
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// TODO: This needs to be removed when lightmapping is disabled
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// as its extra work per-pixel on dynamic lit scenes.
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@ -36,6 +36,7 @@ uniform float4 inLightColor[4];
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#endif
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uniform float4 ambient;
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#define ambientCameraFactor 0.3
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uniform float specularPower;
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uniform float4 specularColor;
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@ -202,7 +202,7 @@ float4 main( FarFrustumQuadConnectP IN,
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float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
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float3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
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float4 addToResult = lightAmbient;
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float4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-IN.vsEyeRay), normal)) );
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// TODO: This needs to be removed when lightmapping is disabled
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// as its extra work per-pixel on dynamic lit scenes.
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