This commit is contained in:
Rodrigo Faselli
2026-05-17 22:37:38 -03:00
committed by RF47
parent 729f0736e0
commit 773d2c05aa
2 changed files with 10 additions and 6 deletions

View File

@@ -6,6 +6,7 @@ const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
const float EPSILON = 0.0001;
#define INTENSITY_CORRECTION 0.6
#define PHONG_BRIGHTNESS 1.12
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
@@ -186,7 +187,8 @@ void main()
// SSAO is applied in post-process pass. Keep base lighting unchanged here.
if (is_outline) {
vec4 shaded_color = vec4(vec3(specular) + color.rgb * diffuse, color.a);
vec3 shaded_rgb = (vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS;
vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a);
vec2 fragCoord = gl_FragCoord.xy;
float s = DetectSilho(fragCoord);
for(int i=1;i<=INFLATE; i++)
@@ -198,8 +200,8 @@ void main()
}
#ifdef ENABLE_ENVIRONMENT_MAP
else if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse, color.a);
gl_FragColor = vec4(clamp((0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
#endif
else
gl_FragColor = vec4(vec3(specular) + color.rgb * diffuse, color.a);
gl_FragColor = vec4(clamp((vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
}

View File

@@ -6,6 +6,7 @@ const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
const float EPSILON = 0.0001;
#define INTENSITY_CORRECTION 0.6
#define PHONG_BRIGHTNESS 1.12
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
@@ -190,7 +191,8 @@ void main()
// SSAO is applied in post-process pass. Keep base lighting unchanged here.
if (is_outline) {
vec4 shaded_color = vec4(vec3(specular) + color.rgb * diffuse, color.a);
vec3 shaded_rgb = (vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS;
vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a);
vec2 fragCoord = gl_FragCoord.xy;
float s = DetectSilho(fragCoord);
for(int i=1;i<=INFLATE; i++)
@@ -202,8 +204,8 @@ void main()
}
#ifdef ENABLE_ENVIRONMENT_MAP
else if (use_environment_tex)
out_color = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse, color.a);
out_color = vec4(clamp((0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
#endif
else
out_color = vec4(vec3(specular) + color.rgb * diffuse, color.a);
out_color = vec4(clamp((vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
}