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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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