diff --git a/plugins/LayerView/layers.shader b/plugins/LayerView/layers.shader index 7bed3df795..24346e5c65 100644 --- a/plugins/LayerView/layers.shader +++ b/plugins/LayerView/layers.shader @@ -85,15 +85,15 @@ geometry = f_vertex = v_vertex[0]; f_color = v_color[0]; - f_normal = g_vertex_normal; + f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5); gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0); EmitVertex(); - f_normal = g_vertex_normal; + f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5); gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0); EmitVertex(); - f_normal = vec3(0.0); + f_normal = vec3(0.0, 0.0, 0.5); gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0); EmitVertex(); @@ -101,15 +101,15 @@ geometry = //f_color = v_color[1]; - f_normal = vec3(0.0); + f_normal = vec3(0.0, 0.0, 0.5); gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0); EmitVertex(); - f_normal = -g_vertex_normal; + f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5); gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0); EmitVertex(); - f_normal = -g_vertex_normal; + f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5); gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0); EmitVertex(); @@ -162,14 +162,14 @@ fragment = vec3 cameraPos; vec3 cameraNormal; - Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.0), cameraPos, cameraNormal); + //Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal); mediump vec4 finalColor = vec4(0.0); finalColor += u_ambientColor; - //highp vec3 normal = normalize(f_normal); - highp vec3 normal = normalize(cameraNormal); + highp vec3 normal = normalize(f_normal); + //highp vec3 normal = normalize(cameraNormal); highp vec3 lightDir = normalize(u_lightPosition - f_vertex); // Diffuse Component