From 59860415a2782694f630f7803ae4bcf445b3f5f1 Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Sat, 21 Feb 2015 15:22:21 -0500 Subject: Player can short jump --- shaders/final.fragment | 16 +--------------- shaders/final.vertex | 8 ++------ 2 files changed, 3 insertions(+), 21 deletions(-) (limited to 'shaders') 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; in vec3 normIn; in vec3 camDirIn; in vec3 lightDirIn; -//in vec3 vertPos; out vec3 color; @@ -53,7 +52,6 @@ void main() vec3 norm = normalize(normIn); vec3 camDir = normalize(camDirIn); vec3 lightDir = normalize(lightDirIn); - //vec3 refl = reflect(camDir, normIn); float diffuse = clamp(dot(norm, lightDir), 0.0f, 1.0f); vec4 colordiff = vec4(0.175, 0.15, 0.2, 1) * diffuse * Tuning_Diff_Brightness; @@ -65,19 +63,7 @@ void main() float fres = 1.0f - dot(camDir, norm); fres = (fres*fres) * Tuning_Fres_Brightness; - vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres;/* - - float lambertian = max(dot(camDirNorm,norm),0.0); - vec4 colorspec = vec4(0.0); - vec4 colorfres = vec4(0.0); - vec4 colordiff = vec4(0.175,0.15,0.2,1) * lambertian * Tuning_Diff_Brightness; - if (lambertian > 0.0) - { - vec3 viewDir = normalize(-vertPos); - vec3 halfDir = normalize(camDirNorm + viewDir); - float specAngle = max(dot(halfDir, normnorm), 0.0); - colorspec = vec4(0.25,0.25,0.25,1) * pow(specAngle, Tuning_Spec_Power) * Tuning_Spec_Brightness; - }*/ + vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres; vec4 emissive = sampleCRT(UV); 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; out vec3 normIn; out vec3 camDirIn; out vec3 lightDirIn; -//out vec3 vertPos; uniform mat4 MVP; uniform mat4 worldMat; -const vec3 Tuning_LightPos = vec3(1, 1, -1.0); +const vec3 Tuning_LightPos = vec3(2, 1, -1); void main() { @@ -22,11 +21,8 @@ void main() normIn = vertexNormal; mat3 invWorldRot = transpose(mat3(worldMat[0].xyz, worldMat[1].xyz, worldMat[2].xyz)); - //mat3 invWorldRot = mat3(1.0f); vec3 worldPos = (worldMat * vec4(vertexPosition_modelspace,1)).xyz; + camDirIn = invWorldRot * (vec3(2,0,0) - worldPos); - //camDir = worldPos; lightDirIn = invWorldRot * (Tuning_LightPos - worldPos); - //vec4 vertPos4 = vec4(vertexPosition_modelspace,1); - //vertPos = vec3(vertPos4) / vertPos4.w; } -- cgit 1.4.1