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diff --git a/modelmaterials_gl4/defaultMaterialTemplate.lua b/modelmaterials_gl4/defaultMaterialTemplate.lua index c6f994b19..4a477f3e2 100644 --- a/modelmaterials_gl4/defaultMaterialTemplate.lua +++ b/modelmaterials_gl4/defaultMaterialTemplate.lua @@ -771,7 +771,7 @@ fragment = [[ float Perlin3D( vec3 P ) { - // return (textureLod(noisetex3dcube, fract(P*0.1), 0.0).a * 2.0 - 1.0); + return (textureLod(noisetex3dcube, fract(P*0.1), 0.0).a * 2.0 - 1.0); // https://github.com/BrianSharpe/Wombat/blob/master/Perlin3D.glsl // establish our grid cell and unit position @@ -1256,7 +1256,7 @@ fragment = [[ seedVec = modelVertexPosOrig.xyz * 0.6; seedVec.y += 1024.0 * hash11(float(unitID)); - healthMix = SNORM2NORM(sqrt(Perlin3D(seedVec.xyz)) * (2.0 - baseVertexDisplacement)); + healthMix = SNORM2NORM(Perlin3D(seedVec.xyz)) * (2.0 - baseVertexDisplacement); healthMix = smoothstep(0.0, healthMix, max((1.0 - healthFraction) + baseVertexDisplacement, 0.0)) * 0.8; // Reduce maximum damage shading to 80% } #endif @@ -1330,7 +1330,7 @@ fragment = [[ } #endif vec4 teeeeemcolor = teamCol; - vec3 albedoColor = SRGBtoLINEAR(mix(texColor1.rgb, teeeeemcolor.rgb, clamp(step(0.1, texColor1.a), 0.0, 0.9))); + vec3 albedoColor = SRGBtoLINEAR(mix(texColor1.rgb, teeeeemcolor.rgb, texColor1.a)); if (BITMASK_FIELD(bitOptions, OPTION_HEALTH_TEXRAPTORS)) { float texHeight = normalTexVal.a; @@ -1600,7 +1600,7 @@ fragment = [[ #endif outColor.rgb *= brightnessFactor; // this is to correct for lack of env mapping, the nastiest hack there has ever been... - + //iblDiffuse, iblSpecular //outColor.rgb = iblSpecular; @@ -1677,6 +1677,7 @@ fragment = [[ }, } +local SKIN_SUPPORT = Script.IsEngineMinVersion(105, 0, 1653) and "1" or "0" local defaultMaterialTemplate = { --standardUniforms --locs, set by api_cus --deferredUniforms --locs, set by api_cus @@ -1690,7 +1691,7 @@ local defaultMaterialTemplate = { -- they need to be redefined on every child material that has its own {shader,deferred,shadow}Definitions shaderDefinitions = { "#define RENDERING_MODE 0", - "#define SKINSUPPORT " .. (Spring.Utilities.EngineVersionAtLeast(105,1,1,1653) and "1" or "0"), + "#define SKINSUPPORT " .. SKIN_SUPPORT, "#define SUNMULT pbrParams[6]", "#define EXPOSURE pbrParams[7]", @@ -1707,7 +1708,7 @@ local defaultMaterialTemplate = { }, deferredDefinitions = { "#define RENDERING_MODE 1", - "#define SKINSUPPORT " .. (Spring.Utilities.EngineVersionAtLeast(105,1,1,1653) and "1" or "0"), + "#define SKINSUPPORT " .. SKIN_SUPPORT, "#define SUNMULT pbrParams[6]", "#define EXPOSURE pbrParams[7]", @@ -1724,7 +1725,7 @@ local defaultMaterialTemplate = { }, shadowDefinitions = { "#define RENDERING_MODE 2", - "#define SKINSUPPORT " .. (Spring.Utilities.EngineVersionAtLeast(105,1,1,1653) and "1" or "0"), + "#define SKINSUPPORT " .. SKIN_SUPPORT, "#define SUPPORT_DEPTH_LAYOUT ".. tostring((Platform.glSupportFragDepthLayout and 1) or 0), "#define SUPPORT_CLIP_CONTROL ".. tostring((Platform.glSupportClipSpaceControl and 1) or 0), [[ @@ -1741,7 +1742,7 @@ local defaultMaterialTemplate = { }, reflectionDefinitions = { "#define RENDERING_MODE 0", - "#define SKINSUPPORT " .. (Spring.Utilities.EngineVersionAtLeast(105,1,1,1653) and "1" or "0"), + "#define SKINSUPPORT " .. SKIN_SUPPORT, "#define SUNMULT pbrParams[6]", "#define EXPOSURE pbrParams[7]", @@ -1758,8 +1759,8 @@ local defaultMaterialTemplate = { }, shaderOptions = { - shadowmapping = false, - normalmapping = true, + shadowmapping = true, + normalmapping = false, vertex_ao = false, flashlights = false, @@ -1772,7 +1773,7 @@ local defaultMaterialTemplate = { health_texturing = false, health_texraptors = false, - modelsfog = false, + modelsfog = true, treewind = false, @@ -1781,17 +1782,17 @@ local defaultMaterialTemplate = { }, deferredOptions = { - shadowmapping = false, - normalmapping = true, + shadowmapping = true, + normalmapping = false, vertex_ao = false, flashlights = false, - shift_rgbhsv = false, + shift_rgbhsv = false, threads_arm = false, threads_core = false, - modelsfog = false, + modelsfog = true, health_displace = false, health_texturing = false, @@ -1999,7 +2000,7 @@ local function SunChanged(luaShader) Spring.GetConfigFloat("unitSunMult", 1.0), Spring.GetConfigFloat("unitExposureMult", 1.0), }) - luaShader:SetUniformFloatAlways("gamma", Spring.GetConfigFloat("modelGamma", 100.0)) + luaShader:SetUniformFloatAlways("gamma", Spring.GetConfigFloat("modelGamma", 1.0)) end defaultMaterialTemplate.ProcessOptions = ProcessOptions @@ -2009,4 +2010,4 @@ defaultMaterialTemplate.GetAllOptions = GetAllOptions defaultMaterialTemplate.SunChangedOrig = SunChanged defaultMaterialTemplate.SunChanged = SunChanged -return defaultMaterialTemplate +return defaultMaterialTemplate \ No newline at end of file
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