attempt to not apply normal mapping on clouds
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@ -64,16 +64,16 @@ void main()
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vec3 cloudColor = texture2D(clouds, vertexTexCoordOut).rgb;
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//disabled to prevent riffled clouds
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//textureColor = mix(vec3(1), textureColor, cloudColor.r);
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textureColor = mix(vec3(1), textureColor, cloudColor.r);
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normalizedVertexNormal = vec3(0, 0, 1);
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if (cloudColor.r < 1) {
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//get normal from normal sampler
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vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
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samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
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normalizedVertexNormal = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
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}
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//get normal from normal sampler
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vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
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samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
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normalizedVertexNormal = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
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//Debug
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//normalizedVertexNormal = vec3(0, 0, 1);
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outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
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outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
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