Revert FLAR Lightning Shader

This commit is contained in:
D4rkl1ght3r
2025-02-18 22:25:39 +01:00
parent 587d7c7748
commit d446b2a30f

View File

@@ -466,10 +466,7 @@ vec3 ApplyClusteredLights(const vec3 mapNormal, const vec3 eyeV, const vec3 F0,
void main(void)
{
float fogFactor = 0;
bool enableFog = false;
if (enableFog && fogMode > 0)
{
//Radial fog
@@ -545,20 +542,13 @@ void main(void)
vec3 mapNormal;
if (enableNormalMaps)
{
vec3 textureNormal = texture2D(normalMap, texCoordsProcessed).rgb;
textureNormal.g = 1.0 - textureNormal.g; // Invertiere den grünen Kanal für OpenGL
// Verstärkung der Normal Map Intensität
float intensity = 2.0; // Faktor zur Verstärkung, passe diesen Wert nach Bedarf an
textureNormal.xy = (textureNormal.rg * 2.0 - 1.0) * intensity;
// Rekalkuliere die Z-Komponente und normalisiere die Normal Map
textureNormal.z = sqrt(max(0.0, 1.0 - dot(textureNormal.xy, textureNormal.xy)));
mapNormal = normalize(textureNormal);
vec3 textureNormal = texture2D(normalMap, texCoordsProcessed).rgb;
textureNormal.xy = (textureNormal.rg * 2.0 - 1.0);
textureNormal.z = sqrt(1.0-dot(textureNormal.xy,textureNormal.xy));
mapNormal = normalize(textureNormal.xyz);
}
else
mapNormal = normal;
lightSum+=vec4(((matEmissiveColor.rgb))* firstTexture.rgb, alpha);