commit b4765bfc0564a78c20ac18e9615dd9fb2839ce6f
parent 4b2fa8218264cb510a6a702e7c2954faa705f3df
Author: William Casarin <jb55@jb55.com>
Date: Thu, 1 Nov 2018 14:03:14 -0700
reinhard tone mapping
Diffstat:
1 file changed, 5 insertions(+), 4 deletions(-)
diff --git a/etc/shaders/lighting.glsl b/etc/shaders/lighting.glsl
@@ -21,12 +21,12 @@ vec3 standard_light(vec3 color, vec3 position) {
vec4 trans_normal = normal_matrix * v4_normal;
const float pi = 3.14159265;
- const float shiny = 6.0;
+ const float shiny = 12.0;
float ambient_str = 0.2;
- float spec_str = 0.6 * light_intensity;
+ float spec_str = 0.2 * light_intensity;
// too much ambient during daytime is making things look weird
- ambient_str =- light_intensity * ambient_str;
+ // ambient_str =- light_intensity * ambient_str;
vec3 ray = camera_position - position;
vec3 view_dir = normalize(ray);
@@ -60,8 +60,9 @@ vec3 standard_light(vec3 color, vec3 position) {
// spec += pow(max(dot(view_dir, reflect_dir), 0.0), 16.0) * 0.5;
vec3 specular = spec_str * spec * sun_color;
+ vec3 final = (ambient + diffuse + specular) * color;
- return (ambient + diffuse + specular) * color;
+ return final / (final + vec3(1.0));
}