diff --git a/src/Model.cpp b/src/Model.cpp index fd15432..352c7f6 100755 --- a/src/Model.cpp +++ b/src/Model.cpp @@ -223,6 +223,8 @@ void Model::getSimilarVertexIndex() { glm::vec3 tempNormal, tempTangent, tempBiTangent; + if(glm::dot(Normals[i], Normals[t]) > 0) + { tempNormal = Normals[i] + Normals[t]; tempTangent = TangentNormals[i] + TangentNormals[t]; tempBiTangent = BiTangentNormals[i] + BiTangentNormals[t]; @@ -235,6 +237,7 @@ void Model::getSimilarVertexIndex() BiTangentNormals[i] = tempBiTangent; BiTangentNormals[t] = tempBiTangent; + } } } } diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 900e30f..a73acf3 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -22,7 +22,7 @@ Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager) LAtt = 0.0f; QAtt = 3.0f; m_ShadowMapRes = 1; - m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f); + m_SunPosition = glm::vec3(0.f, 1.0f, 0.7f); m_SunTarget = glm::vec3(0, 0, 0); m_SunProjection_height = glm::vec2(-40.f, 40.f); m_SunProjection_width = glm::vec2(-40.f, 40.f); diff --git a/src/Shaders/SunPass.frag.glsl b/src/Shaders/SunPass.frag.glsl index 1625d47..3604e1f 100644 --- a/src/Shaders/SunPass.frag.glsl +++ b/src/Shaders/SunPass.frag.glsl @@ -49,7 +49,7 @@ vec4 phong(vec3 position, vec3 normal, vec3 specular) float specularFactorSun = pow(dotSpecular, specularExponent); vec3 sIs = specular.r * SunSpecularLight * specularFactorSun; - return vec4((sId), sIs.r); + return vec4((sId + La), sIs.r); } void main()