From 1e8de01d3704c584e43e1b84947487c2aaddb7d7 Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Sun, 4 Feb 2018 21:57:24 -0500 Subject: Made some fixes to rendering I guess This is pretty old so I'm not exactly sure what it does but without it, the monitor gets rendered upside down. --- shaders/bloom2.fragment | 12 ++++++------ shaders/final.fragment | 9 +++++---- shaders/final.vertex | 2 +- src/renderer.cpp | 7 ++++--- 4 files changed, 16 insertions(+), 14 deletions(-) diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment index da44ea1..4c50e86 100644 --- a/shaders/bloom2.fragment +++ b/shaders/bloom2.fragment @@ -16,18 +16,18 @@ float nrand(vec2 n) void main() { color = vec3(0.0); - //color += texture(tex2, UV).rgb / 2.0; + color += texture(clearTex, UV).rgb / 2.0; color += texture(blurTex, UV).rgb; color = max(vec3(0.0), color - 0.5); - //color *= color; + color *= color; - //float flicker = 0.5 + nrand(vec2(iGlobalTime)); - //flicker *= (flicker); + float flicker = 0.5 + nrand(vec2(iGlobalTime)); + flicker *= (flicker); //flicker = sqrt(flicker); //flicker = pow(flicker, 1.0/8.0); //color *= flicker; - //color *= mix(vec3(0.0), color, flicker); + color *= mix(vec3(0.0), color, flicker); color += texture(clearTex, UV).rgb; - //color = clamp(color, vec3(0.0), vec3(1.0)); + color = clamp(color, vec3(0.0), vec3(1.0)); } diff --git a/shaders/final.fragment b/shaders/final.fragment index b6c49a8..a3ee243 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment @@ -15,14 +15,15 @@ const float Tuning_Dimming = 0.0; const float Tuning_Satur = 1.13; const float Tuning_ReflScalar = 0.3; const float Tuning_Barrel = 0;//0.12; -const float Tuning_Scanline_Brightness = 0.45; -const float Tuning_Scanline_Opacity = 0.55; +const float Tuning_Scanline_Brightness = 0.5;//0.45; +const float Tuning_Scanline_Opacity = 0.75;//0.55; const float Tuning_Diff_Brightness = 0.75; -const float Tuning_Spec_Brightness = 0.35; +const float Tuning_Spec_Brightness = 0.5;//0.35; const float Tuning_Spec_Power = 50.0; -const float Tuning_Fres_Brightness = 1.0; +const float Tuning_Fres_Brightness = 0.0;//1.0; uniform vec2 resolution; +uniform vec3 frameColor; vec4 sampleCRT(vec2 uv) { diff --git a/shaders/final.vertex b/shaders/final.vertex index ed6079f..adf266d 100644 --- a/shaders/final.vertex +++ b/shaders/final.vertex @@ -23,6 +23,6 @@ void main() mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz)); vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz; - camDirIn = invWorldRot * (vec3(2,0,0) - worldPos); + camDirIn = invWorldRot * (vec3(3.75,0,0) - worldPos); lightDirIn = invWorldRot * (Tuning_LightPos - worldPos); } diff --git a/src/renderer.cpp b/src/renderer.cpp index 99d5389..ffe9d47 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp @@ -363,7 +363,7 @@ GLFWwindow* initRenderer() std::vector mesh_vertices; std::vector mesh_uvs; std::vector mesh_normals; - loadMesh("res/monitor-fef.obj", mesh_vertices, mesh_uvs, mesh_normals); + loadMesh("res/monitor-old.obj", mesh_vertices, mesh_uvs, mesh_normals); mesh_numvertices = mesh_vertices.size(); @@ -795,8 +795,8 @@ void Texture::renderScreen() const glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); // Initialize the MVP matrices - glm::mat4 p_matrix = glm::perspective(42.5f, (float) buffer_width / (float) buffer_height, 0.1f, 100.0f); - glm::mat4 v_matrix = glm::lookAt(glm::vec3(2,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0)); + glm::mat4 p_matrix = glm::perspective(glm::radians(25.0f), (float) buffer_width / (float) buffer_height, 0.1f, 100.0f); + glm::mat4 v_matrix = glm::lookAt(glm::vec3(3.75,0,0), glm::vec3(0,0,0), glm::vec3(0,1,0)); glm::mat4 m_matrix = glm::mat4(1.0); glm::mat4 mvp_matrix = p_matrix * v_matrix * m_matrix; @@ -804,6 +804,7 @@ void Texture::renderScreen() const glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]); glUniform2f(glGetUniformLocation(finalShader, "resolution"), buffer_width, buffer_height); glUniform1f(glGetUniformLocation(finalShader, "iGlobalTime"), glfwGetTime()); + glUniform3f(glGetUniformLocation(finalShader, "frameColor"), 0.76f, 0.78f, 0.81f); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, mesh_vertexbuffer); -- cgit 1.4.1