attempt to not apply normal mapping on clouds
This commit is contained in:
parent
e4d425a915
commit
49865aa158
@ -64,16 +64,16 @@ void main()
|
|||||||
vec3 cloudColor = texture2D(clouds, vertexTexCoordOut).rgb;
|
vec3 cloudColor = texture2D(clouds, vertexTexCoordOut).rgb;
|
||||||
|
|
||||||
//disabled to prevent riffled clouds
|
//disabled to prevent riffled clouds
|
||||||
//textureColor = mix(vec3(1), textureColor, cloudColor.r);
|
textureColor = mix(vec3(1), textureColor, cloudColor.r);
|
||||||
|
|
||||||
|
normalizedVertexNormal = vec3(0, 0, 1);
|
||||||
|
if (cloudColor.r < 1) {
|
||||||
|
//get normal from normal sampler
|
||||||
|
vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
|
||||||
|
samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
|
||||||
|
normalizedVertexNormal = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
|
||||||
|
}
|
||||||
|
|
||||||
//get normal from normal sampler
|
|
||||||
vec3 samplerNormal = texture2D(normalSampler, vertexTexCoordOut).xyz;
|
|
||||||
samplerNormal = 2 * samplerNormal - 1;//since sampler has values from [0, 1], but we want [-1, 1]
|
|
||||||
normalizedVertexNormal = normalize(samplerNormal);// to avoid potential precision problems in sampler texture
|
|
||||||
|
|
||||||
//Debug
|
|
||||||
//normalizedVertexNormal = vec3(0, 0, 1);
|
|
||||||
|
|
||||||
outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
|
outColor = calcPointLight(textureColor, sunPos, sunLightDirTS, sunColor, sunLightExp);
|
||||||
|
|
||||||
outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
|
outColor += calcSpotLight(textureColor, reflectorPos, reflectorLightDirTS, reflectorColor, reflectorLightExp);
|
||||||
|
Loading…
Reference in New Issue
Block a user