polyadvent

A game engine from scratch in C
git clone git://jb55.com/polyadvent
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commit 93ecb2074962988698bda78eeb1a7dc87dbbda25
parent 9bdcd6a7afa5feab002d9d8e02682eb911026853
Author: William Casarin <jb55@jb55.com>
Date:   Sun, 23 Sep 2018 13:50:01 -0700

lightning looks better when it's fixed for now

Diffstat:
Metc/shaders/test.f.glsl | 9+--------
Metc/shaders/test.v.glsl | 6+++---
2 files changed, 4 insertions(+), 11 deletions(-)

diff --git a/etc/shaders/test.f.glsl b/etc/shaders/test.f.glsl @@ -46,13 +46,6 @@ float lambert(vec3 N, vec3 L) void main() { float distance = length(v_ray); vec3 light_position = vec3(2.0,1.0,5.0); - vec3 light_diffuse = vec3(0.1); - - vec3 diffuse; - if (diffuse_on) - diffuse = light_diffuse * lambert(v_normal, light_position); - else - diffuse = vec3(0.0,0.0,0.0); vec3 color; @@ -66,5 +59,5 @@ void main() { color = frag; // fragmentColor = vec4(color + diffuse, 1.0); - fragmentColor = vec4(color + diffuse, 1.0); + fragmentColor = vec4(color, 1.0); } diff --git a/etc/shaders/test.v.glsl b/etc/shaders/test.v.glsl @@ -20,11 +20,11 @@ out vec3 v_ray; void main() { - vec4 v4_normal = vec4(normal, 1); + vec4 v4_normal = vec4(normal , 1); vec4 trans_normal = normal_matrix * v4_normal; vec4 v4_pos = vec4(position, 1.0); gl_Position = mvp * v4_pos; - v_light = dot(trans_normal, vec4(normalize(light_dir), 0)); + v_light = dot(normal, normalize(light_dir)); // if (position.z <= 1.0) // v_color = vec3(0.0, 0.5, 0.79); @@ -39,7 +39,7 @@ void main() // else // v_color = vec3(1.0, 1.0, 1.0) * 0.9; - v_color = vec3(position.z*0.05, position.z*0.005, position.z*0.0001) * 0.5; + v_color = vec3(0.2 + position.z*0.05, position.z*0.005, position.z*0.0001) * 0.5; v_normal = trans_normal.xyz; v_ray = camera_position - (world * v4_pos).xyz;