TCL conversion is getting closer to first release.
I have also worked on the shaders. Shadows code has been improved and simplified for more consistency after the changes lately. Also created one new 'master' shader that should be able to handle many different combinations of specmap, cubemap, bumpmap etc.
This was always the plan, but I had to make some compromises. Now it might be possible, except for some very special shaders (trees, water etc) that will still need their own files.
The new shader files take the PBR philosophy one step further.
It is obviously not as "real" or as advanced as PBR shaders in newer games, but should be able to simulate all combinations from
metal <-------> non metal (refmap blue color, or "blend" i 3dsimed of non refmap material)
and
rough <-------> shiny (refmap red color, or "specular power" i 3dsimed of non refmap material)
Specular light, cube reflection etc should be calculated from that and from track lights, so no impossible combinations should be possible. This is not new, but it is one step further.
The new shader is used on car body (car paint only) here:
The fresnel reflection (increased reflection when a surface is viewed from a greater angle) is simulated in a little bit different way now.