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Diff Revisions 336 vs 337 for /trunk/assets/shaders/GLSL/fragmentAtoms/materialData.frag

Diff revisions: vs.
  @@ -37,15 +37,15 @@
37 37 float rlen = 1.0/saturate(length(bump));
38 38 return 1.0/(1.0 + power*(rlen - 1.0));
39 39 #elif defined(USE_TOKSVIG_MAP)
40 - float baked_power = 100.0;
41 - // Fetch pre-computed "Toksvig Factor"
40 + float baked_power = 100.0;
41 + // Fetch pre-computed "Toksvig Factor"
42 42 // and adjust for specified power
43 43 float gloss = texture2D(texSpecularMap, texCoord).r;
44 44 gloss /= mix(power/baked_power, 1.0, gloss);
45 - return gloss;
46 - #else
47 - return 1.0;
48 - #endif
45 + return gloss;
46 + #else
47 + return 1.0;
48 + #endif
49 49 }
50 50
51 51 #if !defined(SKIP_TEXTURES)
  @@ -63,7 +63,7 @@
63 63
64 64 if (dvd_textureCount == 1) {
65 65 return color;
66 - }
66 + }
67 67
68 68 vec4 color2 = texture(texDiffuse1, uv);
69 69
  @@ -73,8 +73,8 @@
73 73 case TEX_MODULATE : color *= color2; break;
74 74 case TEX_REPLACE : color = color2; break;
75 75 case TEX_SIGNED_ADD : color += color2 - 0.5; break;
76 - case TEX_DIVIDE : color /= color2; break;
77 - case TEX_SUBSTRACT : color -= color2; break;
76 + case TEX_DIVIDE : color /= color2; break;
77 + case TEX_SUBSTRACT : color -= color2; break;
78 78 case TEX_DECAL : color = vec4(mix(color.rgb, color2.rgb, color2.a), color.a); break;
79 79 case TEX_ADD : {
80 80 color.rgb += color2.rgb;