Cubemaps working
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@@ -136,7 +136,7 @@ void main()
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition);
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vec3 R = reflect(I, Input.Normal);
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vec3 R = reflect(-I, Input.Normal);
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//R = vec3(P * vec4(R, 1.0));
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vec4 reflectionColor = texture(CubeMap, R);
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@@ -170,7 +170,7 @@ void main()
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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//color_result = color_result * clamp(1/specularTexel, 0, 1) + reflectionColor * clamp(specularTexel, 0, 1);
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color_result = color_result * clamp(1/specularTexel, 0, 1) + reflectionColor * clamp(specularTexel, 0, 1);
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//vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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@@ -26,9 +26,9 @@ void main()
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mat4 TIM = transpose(inverse(M));
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(TIM) * Normal;
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Output.Tangent = vec3(TIM) * Tangent;
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Output.BiTangent = vec3(TIM) * BiTangent;
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Output.Normal = vec3(TIM * vec4(Normal, 0.0));
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Output.Tangent = vec3(TIM * vec4(Tangent, 0.0));
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Output.BiTangent = vec3(TIM * vec4(BiTangent, 0.0));
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Output.ExplosionColor = vec4(1.0);
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Output.ExplosionPercentageElapsed = 0.0;
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}
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