Merge branch '4.1' into 4.2-beta

This commit is contained in:
Harald Csaszar 2023-02-21 20:08:35 +01:00
commit cefdf8394d
2 changed files with 7 additions and 7 deletions

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@ -45,11 +45,11 @@ Starting from Spine 4.1, the version number is composed of the corresponding edi
To add the spine-libgdx runtime to your Maven project, add this dependency: To add the spine-libgdx runtime to your Maven project, add this dependency:
``` ```
<depenency> <dependency>
<groupId>com.esotericsoftware.spine</groupId> <groupId>com.esotericsoftware.spine</groupId>
<artifactId>spine-libgdx</artifactId> <artifactId>spine-libgdx</artifactId>
<version>4.0.18.1</version> <version>4.0.18.1</version>
</depenency> </dependency>
``` ```
For SNAPSHOT versions, add the SonaType Snapshot repository to your `pom.xml`: For SNAPSHOT versions, add the SonaType Snapshot repository to your `pom.xml`:
@ -91,4 +91,4 @@ To build SkeletonViewer, run:
./gradlew spine-libgdx:jar spine-skeletonviewer.jar ./gradlew spine-libgdx:jar spine-skeletonviewer.jar
``` ```
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. 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
Light mainLight = GetMainLight(); Light mainLight = GetMainLight();
#endif #endif
half3 finalColor = inputData.bakedGI; half3 finalColor = inputData.bakedGI * albedo.rgb;
finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS); finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
#else // _MAIN_LIGHT_VERTEX #else // _MAIN_LIGHT_VERTEX
half3 finalColor = inputData.bakedGI; half3 finalColor = inputData.bakedGI * albedo.rgb;
#endif // _MAIN_LIGHT_VERTEX #endif // _MAIN_LIGHT_VERTEX
#ifdef _ADDITIONAL_LIGHTS #ifdef _ADDITIONAL_LIGHTS
@ -222,9 +222,9 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
} }
#endif #endif
uint pixelLightCount = GetAdditionalLightsCount(); uint pixelLightCount = GetAdditionalLightsCount();
LIGHT_LOOP_BEGIN(pixelLightCount) LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex); diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
LIGHT_LOOP_END LIGHT_LOOP_END_SPINE
#endif #endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX #ifdef _ADDITIONAL_LIGHTS_VERTEX