forked from Mirrors/openclonk
480ade634d
This implements the proposal made in the forum for "shiny" materials - material can now determine the angle at which the most light is reflected. Shiny materials might set this lower to approximate a "reflection" effect, and increase the "spottiness" at the same time. To compensate for the lack of brightness without light, "emittance" can be used. Not sure this is the most elegant way to model this - the "proper" way here would be to have emittance, shading and specular as three separate light parameters instead of molding one into the other and using the third to compensate. Furthermore, this reorganises shaders in a major way: We reduce the number of shader files down to three, pushing a number of possible configurations into preprocessor. I believe this should be easier to understand, which for the moment trumps theoretical extensibility benefits. |
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Arena.ocf | ||
Decoration.ocd | ||
Experimental.ocd | ||
Experimental.ocf | ||
Graphics.ocg | ||
Issues.ocf | ||
Material.ocg | ||
Missions.ocf | ||
Music.ocg | ||
Objects.ocd | ||
Parkour.ocf | ||
Sound.ocg | ||
System.ocg | ||
Tests.ocf | ||
Tutorial.ocf | ||
Worlds.ocf | ||
.gitattributes | ||
AUTHORS | ||
COPYING |