On Mon, 29 Apr 2013 21:00:42 +0200If it was put in the light buffer, then everything would have the
Lionel Fuentes <firstname.lastname@example.org> wrote:
> Actually I was thinking of something simpler: a backlighting term in
> the lighting equation that would look like:
> color += max(0, 1-dot(n, view))*materialColor*lightColor;
> Would that fit with the separate light buffer?
effect, not just karts. It could be done that way too, but to have it
only on karts, it'd be better to do it in the kart's material shader
(assuming the light prepass system).
Splitting the depth/normal shader at the start, for karts and
non-karts, is possible, but it would be both extra work and less