X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=demo_prior;a=blobdiff_plain;f=sdr%2Fwhitted.p.glsl;fp=sdr%2Fwhitted.p.glsl;h=3fa4308b94e2b42d1f6f6191fc7fad2b8db7053b;hp=80b6bc9bb3d686013dea8d774fd7f893cf65b3cd;hb=f949c0b80e6e55b95f9fd5a2949eb644e8356dba;hpb=10568cb33d3c421e45955c3504371a9ec5f834e4 diff --git a/sdr/whitted.p.glsl b/sdr/whitted.p.glsl index 80b6bc9..3fa4308 100644 --- a/sdr/whitted.p.glsl +++ b/sdr/whitted.p.glsl @@ -143,7 +143,7 @@ vec3 shade(in vec3 ro, in vec3 rd, in HitPoint hit) vec3 norm = faceforward(hit.norm, rd, hit.norm); vec3 ldir = light_pos - hit.pos; - vec3 amb = hit.mtl.diffuse * 0.02; + vec3 amb = hit.mtl.diffuse * 0.01; isect_scene(hit.pos + norm * 0.01, ldir, shadow_hit); @@ -192,7 +192,7 @@ bool isect_scene(in vec3 ro, in vec3 rd, out HitPoint hit_res) nearest.mtl = mtl_glass; } if(hit.dist < 1.0) { - opacity *= mtl_glass.refr; + opacity *= mtl_glass.refr * 0.25; // XXX hack quarter the refr, fresnel would reduce it drastically } }