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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge branch '4.1' into 4.2-beta
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commit
cefdf8394d
@ -45,11 +45,11 @@ Starting from Spine 4.1, the version number is composed of the corresponding edi
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To add the spine-libgdx runtime to your Maven project, add this dependency:
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To add the spine-libgdx runtime to your Maven project, add this dependency:
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```
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```
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<depenency>
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<dependency>
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<groupId>com.esotericsoftware.spine</groupId>
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<groupId>com.esotericsoftware.spine</groupId>
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<artifactId>spine-libgdx</artifactId>
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<artifactId>spine-libgdx</artifactId>
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<version>4.0.18.1</version>
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<version>4.0.18.1</version>
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</depenency>
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</dependency>
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```
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```
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For SNAPSHOT versions, add the SonaType Snapshot repository to your `pom.xml`:
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For SNAPSHOT versions, add the SonaType Snapshot repository to your `pom.xml`:
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@ -91,4 +91,4 @@ To build SkeletonViewer, run:
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./gradlew spine-libgdx:jar spine-skeletonviewer.jar
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./gradlew spine-libgdx:jar spine-skeletonviewer.jar
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```
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```
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You can then find an uber-jar of SkeletonViewer in `spine-skeletonviewer/build/libs/spine-skeletonviewer.jar`. You can run it via `java -jar spine-skeletonviewer.jar` or double clicking it in the file explorer.
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You can then find an uber-jar of SkeletonViewer in `spine-skeletonviewer/build/libs/spine-skeletonviewer.jar`. You can run it via `java -jar spine-skeletonviewer.jar` or double clicking it in the file explorer.
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@ -123,10 +123,10 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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Light mainLight = GetMainLight();
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Light mainLight = GetMainLight();
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#endif
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#endif
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half3 finalColor = inputData.bakedGI;
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half3 finalColor = inputData.bakedGI * albedo.rgb;
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finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
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finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
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#else // _MAIN_LIGHT_VERTEX
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#else // _MAIN_LIGHT_VERTEX
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half3 finalColor = inputData.bakedGI;
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half3 finalColor = inputData.bakedGI * albedo.rgb;
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#endif // _MAIN_LIGHT_VERTEX
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#endif // _MAIN_LIGHT_VERTEX
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#ifdef _ADDITIONAL_LIGHTS
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#ifdef _ADDITIONAL_LIGHTS
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@ -222,9 +222,9 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
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}
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}
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#endif
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#endif
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uint pixelLightCount = GetAdditionalLightsCount();
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uint pixelLightCount = GetAdditionalLightsCount();
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LIGHT_LOOP_BEGIN(pixelLightCount)
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LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
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diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
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diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
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LIGHT_LOOP_END
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LIGHT_LOOP_END_SPINE
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#endif
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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