Shinemap math requires unmodified eye normals.

This commit is contained in:
Mari the Deer 2022-05-05 22:59:42 +02:00
commit d1ea1d3310
3 changed files with 4 additions and 4 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r55 \cu(Wed 4 May 11:54:46 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r55 \cu(2022-05-04 11:54:46)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r56 \cu(Thu 5 May 22:59:42 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r56 \cu(2022-05-05 22:59:42)\c-";

View file

@ -2,7 +2,7 @@
void SetupMaterial( inout Material mat )
{
vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
vec3 rnorm = normalize(vEyeNormalOrig.xyz)*vec3(1,-1,1);
#ifdef BARRIER_MAP
vec4 basemap = getTexel(rnorm.xy*.49+.5);
basemap.rgb *= .25;

View file

@ -4,7 +4,7 @@ void SetupMaterial( inout Material mat )
{
vec4 base = getTexel(vTexCoord.st);
float mask = texture(masktex,vTexCoord.st).x;
vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
vec3 rnorm = normalize(vEyeNormalOrig.xyz)*vec3(1,-1,1);
mat.Base = vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
mat.Normal = ApplyNormalMap(vTexCoord.st);
if ( (uTextureMode&TEXF_Brightmap) != 0 )