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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-02 10:29:13 +01:00

Merge pull request #170 from MaSzyna-EU07/fix/reflections-and-burned-colors

Fix relfections on default shader and tonemapping
This commit is contained in:
2026-09-05 20:03:31 +02:00
committed by GitHub
3 changed files with 6 additions and 6 deletions

View File

@@ -38,10 +38,10 @@ void main()
vec3 fragcolor = ambient; vec3 fragcolor = ambient;
vec3 fragnormal = normalize(f_normal); vec3 fragnormal = normalize(f_normal);
float reflectivity = param[1].z; float reflectivity = param[1].z;
float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; //float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
glossiness = abs(param[1].w); glossiness = abs(param[1].w);
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, 0, shadow_tone);
vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult); vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
/* /*
float distance = dot(f_pos.xyz, f_pos.xyz); float distance = dot(f_pos.xyz, f_pos.xyz);

View File

@@ -44,7 +44,7 @@ void main()
float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5; float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
glossiness = abs(param[1].w); glossiness = abs(param[1].w);
fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, 0, shadow_tone);
if(alphatestfail) if(alphatestfail)
fragcolor.r = 1.0; fragcolor.r = 1.0;

View File

@@ -44,7 +44,7 @@ vec3 filmic(vec3 x)
// AgX tonemapping based on nxrighthere / Missing Deadlines implementation. // AgX tonemapping based on nxrighthere / Missing Deadlines implementation.
// 0: Default, 1: Golden, 2: Punchy // 0: Default, 1: Golden, 2: Punchy
#ifndef AGX_LOOK #ifndef AGX_LOOK
#define AGX_LOOK 2 #define AGX_LOOK 0
#endif #endif
vec3 AgxDefaultContrastApprox(vec3 x) vec3 AgxDefaultContrastApprox(vec3 x)
@@ -109,8 +109,8 @@ vec3 AgxLook(vec3 val)
vec3 offset = vec3(0.0); vec3 offset = vec3(0.0);
vec3 slope = vec3(1.0); vec3 slope = vec3(1.0);
vec3 power = vec3(1.0); vec3 power = vec3(1.6);
float sat = 1.0; float sat = 0.9;
#if AGX_LOOK == 1 #if AGX_LOOK == 1
// Golden // Golden