small changes to shine

This commit is contained in:
Tim Anema 2014-12-19 14:20:07 -05:00
parent 147d5bc55a
commit f934d621f5

View File

@ -34,7 +34,7 @@ local light_world = class()
light_world.blurv = love.graphics.newShader(_PACKAGE.."shaders/blurv.glsl") light_world.blurv = love.graphics.newShader(_PACKAGE.."shaders/blurv.glsl")
light_world.blurh = love.graphics.newShader(_PACKAGE.."shaders/blurh.glsl") light_world.blurh = love.graphics.newShader(_PACKAGE.."shaders/blurh.glsl")
light_world.normalShader = love.graphics.newShader(_PACKAGE.."shaders/normal.glsl") light_world.normalShader = love.graphics.newShader(_PACKAGE.."shaders/normal.glsl")
light_world.shineShader = love.graphics.newShader(_PACKAGE.."shaders/shadow.glsl") light_world.shineShader = love.graphics.newShader(_PACKAGE.."shaders/shine.glsl")
light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl") light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl") light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
@ -55,7 +55,7 @@ function light_world:init(options)
self.normalInvert = false self.normalInvert = false
self.disableMaterial = true self.disableMaterial = true
self.disableNormals = true self.disableNormals = false
self.disableShadows = false self.disableShadows = false
self.disableGlow = true self.disableGlow = true
self.disableReflection = true self.disableReflection = true
@ -134,7 +134,7 @@ function light_world:drawNormalShading(l,t,w,h,s)
if light:isVisible() then if light:isVisible() then
self.normalShader:send('LightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0, 1}) self.normalShader:send('LightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0, 1})
self.normalShader:send("LightPos", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0}) self.normalShader:send("LightPos", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
self.normalShader:send('Falloff', {light.glowSize, light.smooth, light.range}) self.normalShader:send('Falloff', {0.3,4,20})
util.process(self.render_buffer, { util.process(self.render_buffer, {
blendmode = 'additive', blendmode = 'additive',
shader = self.normalShader shader = self.normalShader