Water now rendered in forward rendering
This commit is contained in:
Regular → Executable
+2
@@ -24,6 +24,7 @@ layout (binding = 2) uniform sampler2D SpecularMap;
|
||||
|
||||
uniform mat4 V;
|
||||
uniform float MaterialShininess;
|
||||
uniform vec4 Color;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
@@ -49,6 +50,7 @@ void main()
|
||||
{
|
||||
// Diffuse Texture
|
||||
GDiffuse = texture(DiffuseTexture, Input.TextureCoord) * Input.DiffuseColor;
|
||||
GDiffuse = GDiffuse * Color;
|
||||
|
||||
// G-buffer Position
|
||||
GPosition = vec4(Input.Position.xyz, 1.0);
|
||||
|
||||
@@ -22,7 +22,6 @@ uniform vec3 La;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D LightingTexture;
|
||||
layout (binding=2) uniform sampler2D WaterTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
@@ -36,12 +35,11 @@ void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 WaterTexel = texture(WaterTexture, Input.TextureCoord);
|
||||
|
||||
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
|
||||
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
|
||||
//frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
|
||||
frag_Diffuse = DiffuseTexel + LightingTexel + WaterTexel;
|
||||
frag_Diffuse = DiffuseTexel + LightingTexel;
|
||||
//frag_Diffuse = DiffuseTexel;
|
||||
//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
|
||||
}
|
||||
@@ -65,6 +65,6 @@ void main()
|
||||
float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b;
|
||||
avgColor = avgColor/3;
|
||||
if ( avgColor*dir.y > Threshhold ){
|
||||
frag_Diffuse = vec4(0.0, 0.6, 1.0, 1.0);
|
||||
frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user