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-rw-r--r--src/extras/shaders/leedsVehicle_mobile.vert2
-rw-r--r--src/extras/shaders/leedsVehicle_mobile_PS.hlsl1
-rw-r--r--src/extras/shaders/leedsVehicle_mobile_VS.hlsl3
-rw-r--r--src/extras/shaders/leedsVehicle_mobile_vs_gl.inc2
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"