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2 Commits

Author SHA1 Message Date
maj00r
8df87d42cf fix(shaders): the highlight of the sun is multiplied by the cosine of its light, so surfaces no longer glare milky white under a low sun; headlights light a surface with 1.35 of its diffuse colour and add a GGX highlight of their own scaled by specgloss and param_specular instead of multiplying the whole light by one plus param_specular; normalmap, parallax, detail, shadowless, sunless and default_detail materials read param_glossiness as a Phong exponent, roughness = (2 / (n + 2))^1/4, instead of 1 - 1/n or a fixed mirror 2026-10-14 22:11:06 +02:00
antonisauren
d1ecbdc8ff Sim (#11)
* Wheels animation distance changed to 200*D*LODbias

* Fixed spelling error in event syntax; old one remains for compatibility.

* Spelling error left in log text

* Zamiana metalic na floata z wazonym efektem.

# Conflicts:
#	shaders/light_common.glsl

* Detail normalmap shaders @Jan21

* Explicit type conversion

* Leftover metalic as bool

* Syntax error

* Normalmap sampling inside ParallaxMapping function
2021-01-23 22:24:14 +01:00