diff options
Diffstat (limited to 'src/extras/shaders')
-rw-r--r-- | src/extras/shaders/leedsVehicle_mobile.vert | 2 | ||||
-rw-r--r-- | src/extras/shaders/leedsVehicle_mobile_PS.hlsl | 1 | ||||
-rw-r--r-- | src/extras/shaders/leedsVehicle_mobile_VS.hlsl | 3 | ||||
-rw-r--r-- | src/extras/shaders/leedsVehicle_mobile_vs_gl.inc | 2 |
4 files changed, 0 insertions, 8 deletions
diff --git a/src/extras/shaders/leedsVehicle_mobile.vert b/src/extras/shaders/leedsVehicle_mobile.vert index e18c2f02..b2123fa4 100644 --- a/src/extras/shaders/leedsVehicle_mobile.vert +++ b/src/extras/shaders/leedsVehicle_mobile.vert @@ -26,11 +26,9 @@ main(void) v_color = in_color; vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z); -// v_color.rgb += u_ambLight.rgb*surfAmbient; v_color.rgb += combinedAmbient.rgb*surfAmbient; v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse; v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0); -// v_color = clamp(v_color, 0.0, 1.0); v_color *= u_matColor; // for fresnel diff --git a/src/extras/shaders/leedsVehicle_mobile_PS.hlsl b/src/extras/shaders/leedsVehicle_mobile_PS.hlsl index e81c66c9..da09b872 100644 --- a/src/extras/shaders/leedsVehicle_mobile_PS.hlsl +++ b/src/extras/shaders/leedsVehicle_mobile_PS.hlsl @@ -45,7 +45,6 @@ float4 main(VS_out input) : COLOR float opacity = lerp(minOpacity, maxOpacity, fresnel)*pass1.a; float4 color = pass1 + float4(reflectivity * envOut, 0.0); -//float4 color = float4(reflectivity, reflectivity, reflectivity, reflectivity); color.a = opacity; color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z); diff --git a/src/extras/shaders/leedsVehicle_mobile_VS.hlsl b/src/extras/shaders/leedsVehicle_mobile_VS.hlsl index 667c0963..3085c5e4 100644 --- a/src/extras/shaders/leedsVehicle_mobile_VS.hlsl +++ b/src/extras/shaders/leedsVehicle_mobile_VS.hlsl @@ -38,15 +38,12 @@ VS_out main(in VS_in input) output.Color = input.Prelight; float4 combinedAmbient = lerp(emissive, ambient, N.z); -// output.Color.rgb += ambientLight.rgb * surfAmbient; output.Color.rgb += combinedAmbient.rgb * surfAmbient; int i; for(i = 0; i < numDirLights; i++) output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse; lightingCont = max(0.5, (output.Color.r + output.Color.g + output.Color.b) / 3.0); - // PS2 clamps before material color -// output.Color = clamp(output.Color, 0.0, 1.0); output.Color *= matCol; // for fresnel diff --git a/src/extras/shaders/leedsVehicle_mobile_vs_gl.inc b/src/extras/shaders/leedsVehicle_mobile_vs_gl.inc index b1f07563..3609e369 100644 --- a/src/extras/shaders/leedsVehicle_mobile_vs_gl.inc +++ b/src/extras/shaders/leedsVehicle_mobile_vs_gl.inc @@ -27,11 +27,9 @@ const char *leedsVehicle_mobile_vert_src = " v_color = in_color;\n" " vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z);\n" -"// v_color.rgb += u_ambLight.rgb*surfAmbient;\n" " v_color.rgb += combinedAmbient.rgb*surfAmbient;\n" " v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n" " v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0);\n" -"// v_color = clamp(v_color, 0.0, 1.0);\n" " v_color *= u_matColor;\n" " // for fresnel\n" |