Linearize spotlight textures.

master
Geenz 2013-01-11 07:19:27 -05:00
parent eda11a25a4
commit de0863ed6e
5 changed files with 28 additions and 56 deletions

View File

@ -498,9 +498,9 @@
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@ -1062,9 +1062,9 @@
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@ -1343,58 +1343,6 @@
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<string>0.2</string>
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<string>TEMPORARY</string>
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<string>LICENSES/llphysicsextensions.txt</string>
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<string>llphysicsextensions_tpv</string>
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View File

@ -70,6 +70,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@ -85,6 +87,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@ -102,6 +106,8 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);

View File

@ -72,6 +72,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@ -87,6 +89,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@ -104,6 +108,8 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);

View File

@ -71,6 +71,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@ -86,6 +88,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@ -103,6 +107,8 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);

View File

@ -71,6 +71,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@ -86,6 +88,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@ -103,6 +107,8 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
ret.rgb = pow(ret.rgb, vec3(2.2));
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);