Merged in SL-12638 (pull request #16)
SL-12638, further tweaking of normal-map lighting, add some de-saturationmeow-7.2.2
commit
5f846e4229
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@ -164,6 +164,14 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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return max(col, vec3(0.0,0.0,0.0));
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}
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// Q&D approximate RGB-space de-saturation, strength from 0 (no effect) to 1.0 (complete grey-scale)
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vec3 desat(vec3 color, float strength)
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{
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float primary_value = max(color.r, max(color.g, color.b));
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vec3 delta = strength * (vec3(primary_value)-color);
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return color + delta;
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}
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#else
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 frag_data[3];
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@ -355,11 +363,15 @@ void main()
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#endif
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#if !defined(SUNLIGHT_KILL)
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color.rgb += eep_bump_gain * sun_contrib;
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color.rgb += sun_contrib;
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#endif
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color.rgb *= diffuse_linear.rgb; // SL-12006
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// ad-hoc brighten and de-saturate (normal-mapped only), to match windlight - SL-12638
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color.rgb = desat(color.rgb, 0.33 * (eep_bump_gain - 1.0));
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color.rgb *= eep_bump_gain;
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float glare = 0.0;
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if (spec.a > 0.0) // specular reflection
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