diff options
Diffstat (limited to 'src/extras/shaders')
-rw-r--r-- | src/extras/shaders/leedsDefault.frag | 6 | ||||
-rw-r--r-- | src/extras/shaders/leedsVehicle_mobile.frag | 8 | ||||
-rw-r--r-- | src/extras/shaders/obj/leedsDefault_frag.inc | 6 | ||||
-rw-r--r-- | src/extras/shaders/obj/leedsVehicle_mobile_frag.inc | 8 |
4 files changed, 10 insertions, 18 deletions
diff --git a/src/extras/shaders/leedsDefault.frag b/src/extras/shaders/leedsDefault.frag index 3955e6a5..4284fb7a 100644 --- a/src/extras/shaders/leedsDefault.frag +++ b/src/extras/shaders/leedsDefault.frag @@ -1,11 +1,9 @@ uniform sampler2D tex0; uniform sampler2D tex1; -uniform float u_fxparams; +uniform float u_shininess; uniform vec4 u_colorscale; -#define shininess (u_fxparams) - FSIN vec4 v_color; FSIN vec2 v_tex0; #if defined(PASS_BLEND) || defined(PASS_ADD) @@ -23,7 +21,7 @@ main(void) vec4 color; #if defined(PASS_BLEND) || defined(PASS_ADD) vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)); - pass2.a *= shininess; + pass2.a *= u_shininess; pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog); // We simulate drawing this in two passes. diff --git a/src/extras/shaders/leedsVehicle_mobile.frag b/src/extras/shaders/leedsVehicle_mobile.frag index 467379dd..5c7a60b9 100644 --- a/src/extras/shaders/leedsVehicle_mobile.frag +++ b/src/extras/shaders/leedsVehicle_mobile.frag @@ -1,12 +1,10 @@ uniform sampler2D tex0; uniform sampler2D tex1; -uniform float u_fxparams; +uniform float u_shininess; uniform vec3 u_skyTop; uniform vec3 u_skyBot; -#define shininess (u_fxparams) - // matfx: // case 1 normal envmap // custom1 (4.0, 1.0, 1.0, coef) @@ -59,10 +57,10 @@ main(void) vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g); vec3 envOut = mix(envtex.rrr, skyColour, envtex.b); - float fresnel = mix(shininess, shininess * 2.0, v_NdotV); + float fresnel = mix(u_shininess, u_shininess * 2.0, v_NdotV); fresnel = pow(v_NdotV * preMult, power); fresnel = clamp(fresnel * postMult, 0.0, 1.0); - float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess; + float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*u_shininess; float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a; vec4 color = pass1 + vec4(reflectivity * envOut, 0.0); diff --git a/src/extras/shaders/obj/leedsDefault_frag.inc b/src/extras/shaders/obj/leedsDefault_frag.inc index 312a32a3..e00eb66c 100644 --- a/src/extras/shaders/obj/leedsDefault_frag.inc +++ b/src/extras/shaders/obj/leedsDefault_frag.inc @@ -2,11 +2,9 @@ const char *leedsDefault_frag_src = "uniform sampler2D tex0;\n" "uniform sampler2D tex1;\n" -"uniform float u_fxparams;\n" +"uniform float u_shininess;\n" "uniform vec4 u_colorscale;\n" -"#define shininess (u_fxparams)\n" - "FSIN vec4 v_color;\n" "FSIN vec2 v_tex0;\n" "#if defined(PASS_BLEND) || defined(PASS_ADD)\n" @@ -24,7 +22,7 @@ const char *leedsDefault_frag_src = " vec4 color;\n" "#if defined(PASS_BLEND) || defined(PASS_ADD)\n" " vec4 pass2 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" -" pass2.a *= shininess;\n" +" pass2.a *= u_shininess;\n" " pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n" " // We simulate drawing this in two passes.\n" diff --git a/src/extras/shaders/obj/leedsVehicle_mobile_frag.inc b/src/extras/shaders/obj/leedsVehicle_mobile_frag.inc index 8098599c..a937c327 100644 --- a/src/extras/shaders/obj/leedsVehicle_mobile_frag.inc +++ b/src/extras/shaders/obj/leedsVehicle_mobile_frag.inc @@ -2,12 +2,10 @@ const char *leedsVehicle_mobile_frag_src = "uniform sampler2D tex0;\n" "uniform sampler2D tex1;\n" -"uniform float u_fxparams;\n" +"uniform float u_shininess;\n" "uniform vec3 u_skyTop;\n" "uniform vec3 u_skyBot;\n" -"#define shininess (u_fxparams)\n" - "// matfx:\n" "// case 1 normal envmap\n" "// custom1 (4.0, 1.0, 1.0, coef)\n" @@ -60,10 +58,10 @@ const char *leedsVehicle_mobile_frag_src = " vec3 skyColour = mix(u_skyBot, u_skyTop, envtex.g);\n" " vec3 envOut = mix(envtex.rrr, skyColour, envtex.b);\n" -" float fresnel = mix(shininess, shininess * 2.0, v_NdotV);\n" +" float fresnel = mix(u_shininess, u_shininess * 2.0, v_NdotV);\n" " fresnel = pow(v_NdotV * preMult, power);\n" " fresnel = clamp(fresnel * postMult, 0.0, 1.0);\n" -" float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*shininess;\n" +" float reflectivity = v_lightingCont * mix(minRefl, maxRefl, fresnel)*u_shininess;\n" " float opacity = mix(minOpacity, maxOpacity, fresnel)*pass1.a;\n" " vec4 color = pass1 + vec4(reflectivity * envOut, 0.0);\n" |