From 9e090a2ef738be8dabb848c745b5eb96b3d670f2 Mon Sep 17 00:00:00 2001 From: Anis Date: Wed, 28 Jan 2015 23:36:43 +0100 Subject: [PATCH 1/5] Update lighting.glsl --- Templates/Full/game/shaders/common/gl/lighting.glsl | 1 + 1 file changed, 1 insertion(+) diff --git a/Templates/Full/game/shaders/common/gl/lighting.glsl b/Templates/Full/game/shaders/common/gl/lighting.glsl index 4483c7526..eb1c9b355 100644 --- a/Templates/Full/game/shaders/common/gl/lighting.glsl +++ b/Templates/Full/game/shaders/common/gl/lighting.glsl @@ -36,6 +36,7 @@ uniform vec4 inLightColor[4]; #endif uniform vec4 ambient; +#define ambientCameraFactor 0.3 uniform float specularPower; uniform vec4 specularColor; From 3937afdc19b1f7f1bb98e8fe8c0834284616f460 Mon Sep 17 00:00:00 2001 From: Anis Date: Wed, 28 Jan 2015 23:43:29 +0100 Subject: [PATCH 2/5] Update vectorLightP.glsl --- .../game/shaders/common/lighting/advanced/gl/vectorLightP.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index 42e46f2dc..eab364cd5 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -202,7 +202,7 @@ void main() float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness; vec3 lightColorOut = lightMapParams.rgb * lightColor.rgb; - vec4 addToResult = lightAmbient; + vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) ); // TODO: This needs to be removed when lightmapping is disabled // as its extra work per-pixel on dynamic lit scenes. From 1c5ab1371e055aaf252bb388b291e21efa8a9c9c Mon Sep 17 00:00:00 2001 From: Anis Date: Wed, 28 Jan 2015 23:47:02 +0100 Subject: [PATCH 3/5] Update lighting.glsl --- Templates/Empty/game/shaders/common/gl/lighting.glsl | 1 + 1 file changed, 1 insertion(+) diff --git a/Templates/Empty/game/shaders/common/gl/lighting.glsl b/Templates/Empty/game/shaders/common/gl/lighting.glsl index 4483c7526..eb1c9b355 100644 --- a/Templates/Empty/game/shaders/common/gl/lighting.glsl +++ b/Templates/Empty/game/shaders/common/gl/lighting.glsl @@ -36,6 +36,7 @@ uniform vec4 inLightColor[4]; #endif uniform vec4 ambient; +#define ambientCameraFactor 0.3 uniform float specularPower; uniform vec4 specularColor; From bfbfed6d665fd3543d906035bd6b848e23360f08 Mon Sep 17 00:00:00 2001 From: Anis Date: Wed, 28 Jan 2015 23:47:44 +0100 Subject: [PATCH 4/5] Update vectorLightP.glsl --- .../game/shaders/common/lighting/advanced/gl/vectorLightP.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index 42e46f2dc..5a95064b6 100644 --- a/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -202,7 +202,7 @@ void main() float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness; vec3 lightColorOut = lightMapParams.rgb * lightColor.rgb; - vec4 addToResult = lightAmbient; +vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) ); // TODO: This needs to be removed when lightmapping is disabled // as its extra work per-pixel on dynamic lit scenes. From 40edb6b7d4c27c1c219f8774e359b1b0c2c6061a Mon Sep 17 00:00:00 2001 From: Anis Date: Wed, 28 Jan 2015 23:48:20 +0100 Subject: [PATCH 5/5] Update vectorLightP.glsl --- .../game/shaders/common/lighting/advanced/gl/vectorLightP.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index 5a95064b6..eab364cd5 100644 --- a/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Empty/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -202,7 +202,7 @@ void main() float Sat_NL_Att = saturate( dotNL * shadowed ) * lightBrightness; vec3 lightColorOut = lightMapParams.rgb * lightColor.rgb; -vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) ); + vec4 addToResult = (lightAmbient * (1 - ambientCameraFactor)) + ( lightAmbient * ambientCameraFactor * saturate(dot(normalize(-vsEyeRay), normal)) ); // TODO: This needs to be removed when lightmapping is disabled // as its extra work per-pixel on dynamic lit scenes.