drackiseries

Emissive

Feb 3rd, 2015
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C++ 0.57 KB | None | 0 0
  1. vec4 shadingNeededForFragment(float par1CameraToP, vec3 par2Ambient, vec3 par3FinalisedLightOutput)
  2. {
  3.     vec4 shadingNeeded = vec4(0,0,0,0);
  4.  
  5.     if(isWire == 1 && par1CameraToP <= 50)
  6.     {
  7.         shadingNeeded = vec4(1.0, 1.0, 1.0, 1.0) * smoothstep(5, 25, par1CameraToP); //Wireframe render
  8.     }
  9.     else
  10.     {
  11.         if(par1CameraToP <= 50)
  12.         {
  13.             shadingNeeded = vec4(emissiveLight, 1.0) + vec4(par2Ambient, 1.0) + vec4(par3FinalisedLightOutput, 1.0);
  14.         }
  15.         else
  16.         {
  17.             shadingNeeded = vec4(par2Ambient, 1.0) + vec4(par3FinalisedLightOutput, 1.0);
  18.         }
  19.     }
  20.  
  21.     return shadingNeeded;
  22. }
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