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fixing the web enitites lighting, still need to solve the sRGB for it, starting to introduce the unlit feature to the overlays

samcake committed 10 years ago

Commit 615f4021 parent 37f16e99 files · +29 −100Browse files

Showing the changes to libraries/render-utils/src/DebugDeferredBuffer.cpp (1 of 9 files). Show all

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libraries/render-utils/src/DebugDeferredBuffer.cpp+3−4
@@ -90,22 +90,21 @@ static const std::string DEFAULT_OCCLUSION_SHADER{ · 89 unmodified lines
90static const std::string DEFAULT_EMISSIVE_SHADER{90static const std::string DEFAULT_EMISSIVE_SHADER{
91 "vec4 getFragmentColor() {"91 "vec4 getFragmentColor() {"
92 " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"92 " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
93 " return (frag.mode != FRAG_MODE_LIGHTMAPPED ? vec4(pow(frag.emissive, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"93 " return (frag.mode == FRAG_MODE_SHADED ? vec4(pow(frag.emissive, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
94 " }"94 " }"
95};95};
96 96
97static const std::string DEFAULT_UNLIT_SHADER{97static const std::string DEFAULT_UNLIT_SHADER{
98 "vec4 getFragmentColor() {"98 "vec4 getFragmentColor() {"
99 " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"99 " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
100 " return vec4(pow(vec3(frag.diffuseVal.w), vec3(1.0 / 2.2)), 1.0);"100 " return (frag.mode == FRAG_MODE_UNLIT ? vec4(pow(frag.diffuse, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
101// " return (frag.mode == FRAG_MODE_UNLIT ? vec4(pow(frag.diffuse, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
102 " }"101 " }"
103};102};
104 103
105static const std::string DEFAULT_LIGHTMAP_SHADER{104static const std::string DEFAULT_LIGHTMAP_SHADER{
106 "vec4 getFragmentColor() {"105 "vec4 getFragmentColor() {"
107 " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"106 " DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);"
108 " return (frag.mode == FRAG_MODE_LIGHTMAPPED ? vec4(frag.emissive, 1.0) : vec4(vec3(0.0), 1.0));"107 " return (frag.mode == FRAG_MODE_LIGHTMAPPED ? vec4(pow(frag.emissive, vec3(1.0 / 2.2)), 1.0) : vec4(vec3(0.0), 1.0));"
109 " }"108 " }"
110};109};
111 110