Merge pull request #1027 from bpay/ambient-normals

Allow normals on shadowed surfaces
This commit is contained in:
Luis Anton Rebollo 2015-01-24 23:05:51 +01:00
commit 84d072f25c
4 changed files with 4 additions and 2 deletions

View file

@ -36,6 +36,7 @@ uniform float4 inLightColor[4];
#endif
uniform float4 ambient;
#define ambientCameraFactor 0.3
uniform float specularPower;
uniform float4 specularColor;

View file

@ -202,7 +202,7 @@ float4 main( FarFrustumQuadConnectP IN,
float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
float3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
float4 addToResult = lightAmbient;
float4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-IN.vsEyeRay), normal)) );
// TODO: This needs to be removed when lightmapping is disabled
// as its extra work per-pixel on dynamic lit scenes.

View file

@ -36,6 +36,7 @@ uniform float4 inLightColor[4];
#endif
uniform float4 ambient;
#define ambientCameraFactor 0.3
uniform float specularPower;
uniform float4 specularColor;

View file

@ -202,7 +202,7 @@ float4 main( FarFrustumQuadConnectP IN,
float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness;
float3 lightColorOut = lightMapParams.rgb * lightColor.rgb;
float4 addToResult = lightAmbient;
float4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-IN.vsEyeRay), normal)) );
// TODO: This needs to be removed when lightmapping is disabled
// as its extra work per-pixel on dynamic lit scenes.