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improved the comments
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BlackYps authored and aeoncleanse committed Jul 22, 2019
1 parent c270c71 commit 90f4a29
Showing 1 changed file with 20 additions and 15 deletions.
35 changes: 20 additions & 15 deletions effects/mesh.fx
Original file line number Diff line number Diff line change
Expand Up @@ -2860,34 +2860,39 @@ float4 UnitFalloffPS_02( NORMALMAPPED_VERTEX vertex, uniform bool hiDefShadows)
float3 reflection = reflect( sunDirection, normal);
float specularAmount = saturate( dot( reflection, -vertex.viewDirection));
float3 phongAdditive = pow( specularAmount, 9) * specular.g * shadow * 0.7;

// Calculate environment map reflection
float reflectivity = saturate(specular.r * 2.5); //reduce artifacts of texture
float reflectivity = saturate(specular.r * 2.5); // Reduce artifacts of texture
environment *= reflectivity * fallOff.a;
float3 phongMultiplicative = light * environment * (1 - (diffuse.a * 0.5) ) * 0.7;

//make reflection more intense depending on the diffuse color
//could be cool but looks like shit because the diffuse texture is not interpolated for unknown reasons
//float Amount = (diffuse.r + diffuse.g + diffuse.b) / 3;
//Amount = pow(Amount * 10, 0.3) * 2;
//Amount = 1.0 - (Amount * 0.25);
//phongMultiplicative *= (float3(0.5, 0.7, 0.9) + Amount);
// Makes reflection more intense depending on the diffuse color. Could be cool, but
// looks like shit because the diffuse texture is not interpolated for unknown reasons
// TODO: find out why the diffuse texture is not interpolated
// float Amount = (diffuse.r + diffuse.g + diffuse.b) / 3;
// Amount = pow(Amount * 10, 0.3) * 2;
// Amount = 1.0 - (Amount * 0.25);
// phongMultiplicative *= (float3(0.5, 0.7, 0.9) + Amount);

float3 teamColSpec = NdotV * vertex.color.rgb * 2;
float whiteness = light * saturate(diffuse.rgb - float3 (0.4,0.4,0.4)); //there are also white highlights in the diffuse texture in some models
// There are also white highlights in the diffuse texture in some models
float whiteness = light * saturate(diffuse.rgb - float3 (0.4,0.4,0.4));

// Combine all previous computations
float3 color = (diffuse.rgb + float3 (0.25,0.35,0.45)) * light * (1 - diffuse.a) * 0.4;
color += phongAdditive + phongMultiplicative + (teamColSpec.rgb * diffuse.a) + whiteness;
//substitute all the computations on pure glowig parts with the pure brightness texture to get rid of reflections and shadows

// Substitute all the computations on pure glowing parts with the pure brightness texture
// to get rid of reflections and shadows
float mask = saturate( saturate(specular.b * 2) - diffuse.a );
color *= 1 - mask;
color += specular.b * 2 * mask;
float teamColGlow = (vertex.color.r + vertex.color.g + vertex.color.b) / 3;

// Bloom is only rendered where alpha > 0
float teamColGlow = (vertex.color.r + vertex.color.g + vertex.color.b) / 3;
teamColGlow = diffuse.a * (1 - teamColGlow) * 0.06;

//alpha affects bloom
float alpha = mirrored ? 0.5 : specular.b * 0.4 + teamColGlow;

return float4( color, alpha );
}

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