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Enable HDR lighting with Reinhard tonemapping across all world shaders
Replace hardcoded specular multipliers with uLightColor * uSpecularIntensity uniforms in all 4 world shaders (terrain, WMO, M2, character), set HDR sun color (1.5, 1.4, 1.3) and specular intensity 0.5 so highlights can exceed 1.0, and switch the post-process pass from passthrough to exposure-compensated Reinhard (exposure=1.8) for soft highlight roll-off without clipping.
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1f672e1d73
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6 changed files with 24 additions and 6 deletions
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@ -74,6 +74,8 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
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in vec4 VertexColor;
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uniform vec3 uLightDir;
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uniform vec3 uLightColor;
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uniform float uSpecularIntensity;
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uniform vec3 uViewPos;
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uniform vec3 uAmbientColor;
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uniform sampler2D uTexture;
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@ -105,7 +107,7 @@ bool WMORenderer::initialize(pipeline::AssetManager* assets) {
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vec3 viewDir = normalize(uViewPos - FragPos);
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vec3 halfDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(normal, halfDir), 0.0), 32.0);
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vec3 specular = spec * vec3(0.15);
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vec3 specular = spec * uLightColor * uSpecularIntensity;
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// Sample texture or use vertex color
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vec4 texColor;
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@ -490,6 +492,8 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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shader->setUniform("uProjection", projection);
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shader->setUniform("uViewPos", camera.getPosition());
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shader->setUniform("uLightDir", glm::vec3(-0.3f, -0.7f, -0.6f)); // Default sun direction
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shader->setUniform("uLightColor", glm::vec3(1.5f, 1.4f, 1.3f));
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shader->setUniform("uSpecularIntensity", 0.5f);
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shader->setUniform("uAmbientColor", glm::vec3(0.4f, 0.4f, 0.5f));
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shader->setUniform("uFogColor", fogColor);
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shader->setUniform("uFogStart", fogStart);
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