WIP on widget fuckery

This commit is contained in:
Tleety
2016-02-01 16:56:55 +01:00
parent 7054822be2
commit 53cae25eb2
8 changed files with 76 additions and 32 deletions
+10 -2
View File
@@ -17,6 +17,8 @@ uniform bool ExponentialAccelaration;
in VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
}Input[];
@@ -24,6 +26,8 @@ in VertexData{
out VertexData{
vec3 Position;
vec3 Normal;
vec3 Tangent;
vec3 BiTangent;
vec2 TextureCoordinate;
vec4 ExplosionColor;
}Output;
@@ -132,6 +136,8 @@ void main()
Output.Normal = Input[i].Normal;
Output.Position = Input[i].Position;
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
// convert to model space for the gravity to always be in -y
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
@@ -154,7 +160,7 @@ void main()
// if explosion color should be affected by distance instead of time...
if (ColorByDistance == true)
{
Output.ExplosionColor = vec4(0.0);
Output.ExplosionColor = vec4(1.0);
}
else
{
@@ -168,7 +174,9 @@ void main()
Output.Normal = Input[i].Normal;
Output.Position = Input[i].Position;
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;
EmitVertex();
+3 -3
View File
@@ -14,7 +14,6 @@ layout (binding = 1) uniform sampler2D NormalMapTexture;
layout (binding = 2) uniform sampler2D SpecularMapTexture;
layout (binding = 3) uniform sampler2D GlowMapTexture;
#define TILE_SIZE 16
struct LightSource {
@@ -149,8 +148,9 @@ void main()
totalLighting.Specular += light_result.Specular;
}
vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
vec4 color_result = Color * diffuseTexel * DiffuseColor * Input.ExplosionColor;
color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
+1 -1
View File
@@ -41,5 +41,5 @@ void main()
Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.Tangent = vec3(M * vec4(Tangent, 0.0));
Output.BiTangent = vec3(M * vec4(BiTangent, 0.0));
Output.ExplosionColor = vec4(0.0);
Output.ExplosionColor = vec4(1.0);
}