maj00r
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8df87d42cf
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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
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2026-10-14 22:11:06 +02:00 |
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468ea1d747
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Add shader diffuse multiply
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2026-09-19 16:56:39 +02:00 |
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7923f7d857
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improve shaders once more
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2026-04-26 00:49:45 +02:00 |
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76effe72df
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shaders correction for burnt colors
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2026-04-26 00:18:02 +02:00 |
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tmj-fstate
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54b648fb5b
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shader reflection color calculation tweak
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2020-08-12 20:57:57 +02:00 |
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stele
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879f3bb360
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Specular/glossines/metalic mapping added to all fragment shaders
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2020-02-23 10:36:15 +01:00 |
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tmj-fstate
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6b1ab6c125
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opengl 3.3 renderer shaders
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2020-02-21 22:50:52 +01:00 |
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