Shaders: Fix lighting direction for AGS-001

This commit is contained in:
Jeffrey Pfau 2015-11-01 19:15:17 -08:00
parent d160647fff
commit 782f6191e5
1 changed files with 2 additions and 1 deletions

View File

@ -16,9 +16,10 @@ void main() {
vec3 bleed = vec3(0.7, 0.7, 0.7); vec3 bleed = vec3(0.7, 0.7, 0.7);
vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.5, 1.5); vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(1.5, 1.5);
bleed += (pow(dot(radius, radius), 3.0) + vec3(0.06, 0.1, 0.2)) * vec3(0.8, 0.88, 1.2); bleed += (pow(dot(radius, radius), 3.0) + vec3(0.06, 0.1, 0.2)) * vec3(0.8, 0.88, 1.2);
color.rgb = pow(color.rgb + vec3(0.1, 0.12, 0.2), vec3(1.6, 1.6, 1.6)) * bleed + vec3(0.16, 0.18, 0.22); color.rgb = pow(color.rgb + vec3(0.1, 0.12, 0.2), vec3(1.6, 1.6, 1.6)) * bleed;
color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))]; color.rgb *= arrayX[int(mod(texCoord.s * 960.0, 4.0))];
color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))]; color.rgb *= arrayY[int(mod(texCoord.t * 640.0, 4.0))];
color.rgb += vec3(0.16, 0.18, 0.22);
color.a = 0.5; color.a = 0.5;
gl_FragColor = color; gl_FragColor = color;
} }