Some work done on lights and normals and other buggs/fixes

This commit is contained in:
Tleety
2014-05-20 03:33:42 +02:00
parent 82d5953c97
commit e414087816
10 changed files with 46 additions and 27 deletions
+2 -2
View File
@@ -21,11 +21,11 @@ void main()
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
//FragmentColor = DiffuseTexel;
FragmentColor = DiffuseTexel * (LightingTexel + vec4(La, 0.0));
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
//FragmentColor = DiffuseTexel;
//FragmentColor = DiffuseTexel;
}
+2 -1
View File
@@ -46,8 +46,9 @@ void main()
frag_Position = vec4(Input.Position.xyz, 1.0);
// G-buffer Normal
mat3 TBN = transpose(mat3(Input.Tangent, Input.BiTangent, Input.Normal));
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
frag_Normal = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Diffuse = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
//frag_Normal = vec4(Input.Normal, 0.0);
//G-buffer Specular
+4 -3
View File
@@ -18,12 +18,13 @@ uniform vec3 CameraPosition;
uniform float ConstantAttenuation;
uniform float LinearAttenuation;
uniform float QuadraticAttenuation;
uniform float LightRadius;
const vec3 ks = vec3(1.0, 1.0, 1.0);
const vec3 kd = vec3(1.0, 1.0, 1.0);
const vec3 ka = vec3(1.0, 1.0, 1.0);
const float kshine = 1.0;
const float LRadius = 5.0;
in VertexData
{
@@ -57,7 +58,7 @@ vec4 phong(vec3 position, vec3 normal, vec3 specular)
//float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist));
float attenuation = pow(max(0.0f, 1.0 - (dist / LRadius)), 2);
float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
//float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2));
@@ -85,6 +86,6 @@ void main()
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel));
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel))+vec4(0.1f);
//FragColor = NormalTexel;
}