diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-06-17 11:58:35 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-06-17 11:58:35 -0300 |
commit | ddc0e7fd3bc00afa33432ed594038dbb80c7fea3 (patch) | |
tree | 5fa809fa7b32808837e28aeb90cb53aef1222d7e /drivers | |
parent | 155028612bfe26c7c8460f6acc28de6d385a3625 (diff) |
FineTune HDR and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-
-More parameters to ESM shadows
-LightMap Octree now can bake to "hdr" (use HDR8 for now)
-New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 1 | ||||
-rw-r--r-- | drivers/gles2/shaders/material.glsl | 3 |
2 files changed, 3 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 307db4b762..c9952c6fb8 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -5739,6 +5739,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,5); + material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_MULTIPLIER,baked_light->texture_multiplier); material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size); diff --git a/drivers/gles2/shaders/material.glsl b/drivers/gles2/shaders/material.glsl index 3aed9820ed..8e7d321fe7 100644 --- a/drivers/gles2/shaders/material.glsl +++ b/drivers/gles2/shaders/material.glsl @@ -548,6 +548,7 @@ uniform highp float ambient_octree_lattice_size; uniform highp vec2 ambient_octree_pix_size; uniform highp float ambient_octree_lattice_divide; uniform highp sampler2D ambient_octree_tex; +uniform float ambient_octree_multiplier; uniform int ambient_octree_steps; #endif @@ -824,7 +825,7 @@ FRAGMENT_SHADER_CODE vec3 col_up=texture2D(ambient_octree_tex,octant_uv).rgb; octant_uv.y+=ambient_octree_pix_size.y*2.0; vec3 col_down=texture2D(ambient_octree_tex,octant_uv).rgb; - ambientmap_color=mix(col_up,col_down,sub.z); + ambientmap_color=mix(col_up,col_down,sub.z)*ambient_octree_multiplier; ambientmap_color*=diffuse.rgb; |