commit 1eb515faf1cea880b1b913261f98e6f0cbd877ca
parent 635d96fefc2ed50d991870ccdd8d17552ec5cc1d
Author: William Casarin <jb55@jb55.com>
Date: Mon, 12 Nov 2018 19:47:58 -0800
crank ambient
Diffstat:
2 files changed, 8 insertions(+), 4 deletions(-)
diff --git a/etc/shaders/pbr.glsl b/etc/shaders/pbr.glsl
@@ -40,10 +40,10 @@ vec3 fresnel_schlick(float cos_theta, vec3 F0)
}
vec3 pbr(vec3 albedo, vec3 V, vec3 normal) {
- const float ao = 5.0;
+ const float ao = 12.0;
const float metallic = 0.6;
- const float roughness = 0.4;
- vec3 radiance = sun_color * light_intensity;
+ const float roughness = 0.6;
+ vec3 radiance = sun_color * light_intensity * 2.0;
// radiance += texture(skybox, vec3(0.0, 0.0, 1.0)).rgb;
vec3 N = normalize(normal);
vec3 L = normalize(light_dir);
@@ -78,12 +78,13 @@ vec3 pbr(vec3 albedo, vec3 V, vec3 normal) {
// Lo = outgoing radiance
// the result of the reflectance equation's integral ∫ over Ω
+
vec3 Lo = (kD * albedo / PI + specular) * radiance * NdotL;
vec3 ambient = vec3(0.03) * albedo * ao;
vec3 color = ambient + Lo;
// color = uncharted_tonemap(color);
- //color = color / (vec3(1.0) + color);
+ // color = color / (vec3(1.0) + color);
return color;
}
diff --git a/src/update.c b/src/update.c
@@ -337,6 +337,9 @@ static void player_update(struct game *game, struct entity *player) {
orbit_keep_above_ground(game);
+ /* look_at(node_world(&camera->node), node_world(&player->node), UP_VEC, */
+ /* camera->node.mat); */
+
// move player camera toward camera orientation
if (input_is_dragging(&game->input, SDL_BUTTON_RIGHT)) {
float yaw = game->test_resources.camera.coords.azimuth;