In addition Step 1.0 always clamps the max value of "lightIntensity" to 1.0.
(In <R3DShader.cpp> pseudo-code)
- Code: Select all
if (stepping == 0x10)
lightIntensity = min(1.0, lightIntensity);
if (stepping == 0x10)
lightIntensity = min(1.0, lightIntensity);
Ian wrote:But is the lighting in step 2.0 really uncapped ? (like specular).
Do you have examples of this?
Ian wrote:Also do you have any idea how the clamping of the lighting works in LA machine guns and daytona?
Ian wrote:I take it that has no obvious regressions?
Ian wrote:Scud could be using something like a gamma ramp
HarryTuttle wrote: Also I'm going to post next days an update to sun shading 'cause I should have resolved the case of those dimmed polys in Ocean Hunter. Btw I need more testing but I believe I'm on the right path.
HarryTuttle wrote:In vertex shader we're currently normalizing the dot product of normal's vector with its transformation matrix, but sometimes produces a bit over-brightened polys. Model scale doesn't count as in many cases it's not even set (= 0.0).
if(V3::length(normal) < 0.9f) {
printf("small normal");
}
else if(V3::length(normal) > 1.1f) {
printf("large than unit length");
}
float len = length(gl_Normal);
if(len>1.1) {fsColor = vec4(1,0,0,1);}
else if(len<0.9) {fsColor = vec4(0,1,0,1);}
else {fsColor = vec4(0,0,1,1);}
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