Fix rim lighting math.
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2e15b7325a
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e81dbdd142
3 changed files with 4 additions and 4 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r59 \cu(Sun 8 May 01:11:50 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r59 \cu(2022-05-08 01:11:50)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r60 \cu(Sun 8 May 13:12:51 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r60 \cu(2022-05-08 13:12:51)\c-";
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@ -20,7 +20,7 @@ void SetupMaterial( inout Material mat )
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vec2 uv2 = vec2(atan(rvec.z,abs(rvec.x))*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5);
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vec3 envcol = textureGrad(tex,uv,dFdx(uv2),dFdy(uv2)).rgb*ENVFACT;
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#ifdef RIM_LIGHTING
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float rim = smoothstep(RIMSTEP,1.,1.-clamp(dot(eye,norm),0.,1.));
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float rim = smoothstep(RIMSTEP,1.,1.-abs(dot(eye,norm)));
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vec3 rimcol = texture(rimtex,vec2(.25+.5*rim,.5)).rgb;
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envcol = mix(envcol,rimcol,rim*RIMFACT);
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#endif
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@ -22,7 +22,7 @@ void SetupMaterial( inout Material mat )
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vec2 uv2 = vec2(atan(rvec.z,abs(rvec.x))*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5);
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vec3 envcol = textureGrad(envtex,uv,dFdx(uv2),dFdy(uv2)).rgb*ENVFACT;
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#ifdef RIM_LIGHTING
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float rim = smoothstep(RIMSTEP,1.,1.-clamp(dot(eye,norm),0.,1.));
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float rim = smoothstep(RIMSTEP,1.,1.-abs(dot(eye,norm)));
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vec3 rimcol = texture(rimtex,vec2(.25+.5*rim,.5)).rgb;
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envcol = mix(envcol,rimcol,rim*RIMFACT);
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#endif
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