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List:       kde-commits
Subject:    playground/games/astrododge/data/shaders
From:       Rivo Laks <rivolaks () hot ! ee>
Date:       2008-06-28 15:27:57
Message-ID: 1214666877.098616.17454.nullmailer () svn ! kde ! org
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SVN commit 825539 by rivol:

Tune light intensities a bit

 M  +5 -5      object.frag  
 M  +6 -3      space.frag  


--- trunk/playground/games/astrododge/data/shaders/object.frag #825538:825539
@@ -42,14 +42,14 @@
   vec3 texColor = texture2D(diffuseTexture, gl_TexCoord[0].xy).rgb;
   float gloss = texture2D(glossTexture, gl_TexCoord[0].xy).r;
 
-  const vec3 ambient = texColor * 0.2;
-  const vec3 diffuse = texColor * 0.8;
-  const vec3 specular = vec3(9.0)*gloss;
+  const vec3 ambient = texColor * 0.1;
+  const vec3 diffuse = texColor * 0.6;
+  const vec3 specular = vec3(3.0)*gloss;
   const float specularity = 16.0;
   const vec3 basecolor = vec3(1.0, 1.0, 1.0);
   const vec3 spotcolor = vec3(1.0, 0.95, 0.8);
   const float fogDensity = 0.002;
-  const vec3 fogColor = vec3(0.15, 0.15, 0.15);
+  const vec3 fogColor = vec3(0.10, 0.10, 0.10);
 
   vec3 N = normalize(normal);
   vec3 L = normalize(toLight);
@@ -65,6 +65,6 @@
   float fog = exp2(vertexdist * (-fogDensity * 1.442695));
   fog = clamp(fog, 0.0, 1.0);
 
-  vec3 color = light1 + light2 + 5 * texture2D(emissionTexture, gl_TexCoord[0].xy).rgb;
+  vec3 color = light1 + light2 + 2 * texture2D(emissionTexture, gl_TexCoord[0].xy).rgb;
   gl_FragColor = vec4(mix(fogColor, color, fog), 1.0);
 }
--- trunk/playground/games/astrododge/data/shaders/space.frag #825538:825539
@@ -6,10 +6,13 @@
   vec3 L = normalize(vec3(gl_LightSource[0].position));
   vec3 V = normalize(viewDir);
 
-  vec3 basecolor = vec3(0.15);
-  vec3 lightcolor = vec3(5.0, 4.0, 1.0);
+  vec3 basecolor = vec3(0.1);
+  vec3 suncolor = vec3(6.0, 5.2, 4.0);
 
-  vec3 color = basecolor + pow(max(dot(L, V) + 0.0, 0.0), 4.0) * lightcolor;
+  vec3 color = basecolor + pow(max(dot(L, V) + 0.0, 0.0), 4.0) * suncolor*0.7;
+    if (dot(L, V) > 0.995) {
+        color = suncolor;
+    }
 
   gl_FragColor = vec4(color, 1.0);
 }
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