diff options
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/final.fragment | 16 | ||||
-rw-r--r-- | shaders/final.vertex | 8 |
2 files changed, 3 insertions, 21 deletions
diff --git a/shaders/final.fragment b/shaders/final.fragment index 4a51ad3..f9d8995 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment | |||
@@ -4,7 +4,6 @@ in vec2 UV; | |||
4 | in vec3 normIn; | 4 | in vec3 normIn; |
5 | in vec3 camDirIn; | 5 | in vec3 camDirIn; |
6 | in vec3 lightDirIn; | 6 | in vec3 lightDirIn; |
7 | //in vec3 vertPos; | ||
8 | 7 | ||
9 | out vec3 color; | 8 | out vec3 color; |
10 | 9 | ||
@@ -53,7 +52,6 @@ void main() | |||
53 | vec3 norm = normalize(normIn); | 52 | vec3 norm = normalize(normIn); |
54 | vec3 camDir = normalize(camDirIn); | 53 | vec3 camDir = normalize(camDirIn); |
55 | vec3 lightDir = normalize(lightDirIn); | 54 | vec3 lightDir = normalize(lightDirIn); |
56 | //vec3 refl = reflect(camDir, normIn); | ||
57 | 55 | ||
58 | float diffuse = clamp(dot(norm, lightDir), 0.0f, 1.0f); | 56 | float diffuse = clamp(dot(norm, lightDir), 0.0f, 1.0f); |
59 | vec4 colordiff = vec4(0.175, 0.15, 0.2, 1) * diffuse * Tuning_Diff_Brightness; | 57 | vec4 colordiff = vec4(0.175, 0.15, 0.2, 1) * diffuse * Tuning_Diff_Brightness; |
@@ -65,19 +63,7 @@ void main() | |||
65 | 63 | ||
66 | float fres = 1.0f - dot(camDir, norm); | 64 | float fres = 1.0f - dot(camDir, norm); |
67 | fres = (fres*fres) * Tuning_Fres_Brightness; | 65 | fres = (fres*fres) * Tuning_Fres_Brightness; |
68 | vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres;/* | 66 | vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres; |
69 | |||
70 | float lambertian = max(dot(camDirNorm,norm),0.0); | ||
71 | vec4 colorspec = vec4(0.0); | ||
72 | vec4 colorfres = vec4(0.0); | ||
73 | vec4 colordiff = vec4(0.175,0.15,0.2,1) * lambertian * Tuning_Diff_Brightness; | ||
74 | if (lambertian > 0.0) | ||
75 | { | ||
76 | vec3 viewDir = normalize(-vertPos); | ||
77 | vec3 halfDir = normalize(camDirNorm + viewDir); | ||
78 | float specAngle = max(dot(halfDir, normnorm), 0.0); | ||
79 | colorspec = vec4(0.25,0.25,0.25,1) * pow(specAngle, Tuning_Spec_Power) * Tuning_Spec_Brightness; | ||
80 | }*/ | ||
81 | 67 | ||
82 | vec4 emissive = sampleCRT(UV); | 68 | vec4 emissive = sampleCRT(UV); |
83 | 69 | ||
diff --git a/shaders/final.vertex b/shaders/final.vertex index 4c5b1d5..ed6079f 100644 --- a/shaders/final.vertex +++ b/shaders/final.vertex | |||
@@ -8,12 +8,11 @@ out vec2 UV; | |||
8 | out vec3 normIn; | 8 | out vec3 normIn; |
9 | out vec3 camDirIn; | 9 | out vec3 camDirIn; |
10 | out vec3 lightDirIn; | 10 | out vec3 lightDirIn; |
11 | //out vec3 vertPos; | ||
12 | 11 | ||
13 | uniform mat4 MVP; | 12 | uniform mat4 MVP; |
14 | uniform mat4 worldMat; | 13 | uniform mat4 worldMat; |
15 | 14 | ||
16 | const vec3 Tuning_LightPos = vec3(1, 1, -1.0); | 15 | const vec3 Tuning_LightPos = vec3(2, 1, -1); |
17 | 16 | ||
18 | void main() | 17 | void main() |
19 | { | 18 | { |
@@ -22,11 +21,8 @@ void main() | |||
22 | normIn = vertexNormal; | 21 | normIn = vertexNormal; |
23 | 22 | ||
24 | mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz)); | 23 | mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz)); |
25 | //mat3 invWorldRot = mat3(1.0f); | ||
26 | vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz; | 24 | vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz; |
25 | |||
27 | camDirIn = invWorldRot * (vec3(2,0,0) - worldPos); | 26 | camDirIn = invWorldRot * (vec3(2,0,0) - worldPos); |
28 | //camDir = worldPos; | ||
29 | lightDirIn = invWorldRot * (Tuning_LightPos - worldPos); | 27 | lightDirIn = invWorldRot * (Tuning_LightPos - worldPos); |
30 | //vec4 vertPos4 = vec4(vertexPosition_modelspace,1); | ||
31 | //vertPos = vec3(vertPos4) / vertPos4.w; | ||
32 | } | 28 | } |