Updated standard shader
Corrects weird artifacts on web
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648676f46b
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97e3277d58
3 changed files with 13 additions and 22 deletions
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@ -38,7 +38,6 @@ uniform Light lights[maxLights];
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vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
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vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
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{
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{
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/*
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
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vec3 surfaceToLight = l.position - surfacePos;
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vec3 surfaceToLight = l.position - surfacePos;
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@ -51,17 +50,14 @@ vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
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if (diff > 0.0)
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if (diff > 0.0)
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{
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{
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vec3 h = normalize(-l.direction + v);
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vec3 h = normalize(-l.direction + v);
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spec = pow(dot(n, h), 3.0 + glossiness)*s;
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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}
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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*/
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return vec3(0.5);
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}
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}
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vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
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vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
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{
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{
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/*
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vec3 lightDir = normalize(-l.direction);
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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// Diffuse shading
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@ -72,18 +68,15 @@ vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
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if (diff > 0.0)
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if (diff > 0.0)
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{
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{
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vec3 h = normalize(lightDir + v);
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3.0 + glossiness)*s;
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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}
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// Combine results
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// Combine results
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return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
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return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
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*/
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return vec3(0.5);
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}
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}
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vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
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vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
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{
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{
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/*
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 lightToSurface = normalize(surfacePos - l.position);
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vec3 lightToSurface = normalize(surfacePos - l.position);
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vec3 lightDir = normalize(-l.direction);
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vec3 lightDir = normalize(-l.direction);
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@ -108,12 +101,10 @@ vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
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if (diffAttenuation > 0.0)
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if (diffAttenuation > 0.0)
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{
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{
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vec3 h = normalize(lightDir + v);
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3.0 + glossiness)*s;
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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}
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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*/
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return vec3(0.5);
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}
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}
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void main()
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void main()
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@ -140,7 +131,7 @@ void main()
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// Calculate specular texture color fetching or set to maximum specular value by default
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// Calculate specular texture color fetching or set to maximum specular value by default
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float spec = 1.0;
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float spec = 1.0;
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if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
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if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
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for (int i = 0; i < maxLights; i++)
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for (int i = 0; i < maxLights; i++)
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{
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{
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@ -50,7 +50,7 @@ vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
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if (diff > 0.0)
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if (diff > 0.0)
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{
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{
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vec3 h = normalize(-l.direction + v);
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vec3 h = normalize(-l.direction + v);
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spec = pow(dot(n, h), 3.0 + glossiness)*s;
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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}
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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@ -68,7 +68,7 @@ vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
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if (diff > 0.0)
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if (diff > 0.0)
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{
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{
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vec3 h = normalize(lightDir + v);
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3.0 + glossiness)*s;
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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}
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// Combine results
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// Combine results
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@ -101,7 +101,7 @@ vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
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if (diffAttenuation > 0.0)
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if (diffAttenuation > 0.0)
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{
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{
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vec3 h = normalize(lightDir + v);
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3.0 + glossiness)*s;
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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}
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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@ -131,7 +131,7 @@ void main()
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// Calculate specular texture color fetching or set to maximum specular value by default
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// Calculate specular texture color fetching or set to maximum specular value by default
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float spec = 1.0;
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float spec = 1.0;
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if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
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if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;
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for (int i = 0; i < maxLights; i++)
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for (int i = 0; i < maxLights; i++)
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{
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{
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@ -90,7 +90,7 @@ static const char fStandardShaderStr[] =
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" if (diff > 0.0)\n"
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" if (diff > 0.0)\n"
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" {\n"
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" {\n"
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" vec3 h = normalize(-l.direction + v);\n"
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" vec3 h = normalize(-l.direction + v);\n"
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" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
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" spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;\n"
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" }\n"
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" }\n"
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" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
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" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
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"}\n"
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"}\n"
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@ -103,7 +103,7 @@ static const char fStandardShaderStr[] =
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" if (diff > 0.0)\n"
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" if (diff > 0.0)\n"
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" {\n"
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" {\n"
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" vec3 h = normalize(lightDir + v);\n"
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" vec3 h = normalize(lightDir + v);\n"
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" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
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" spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;\n"
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" }\n"
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" }\n"
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" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
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" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
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"}\n"
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"}\n"
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@ -124,7 +124,7 @@ static const char fStandardShaderStr[] =
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" if (diffAttenuation > 0.0)\n"
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" if (diffAttenuation > 0.0)\n"
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" {\n"
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" {\n"
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" vec3 h = normalize(lightDir + v);\n"
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" vec3 h = normalize(lightDir + v);\n"
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" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
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" spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;\n"
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" }\n"
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" }\n"
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" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
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" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
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"}\n"
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"}\n"
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@ -152,9 +152,9 @@ static const char fStandardShaderStr[] =
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" }\n"
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" }\n"
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" float spec = 1.0;\n"
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" float spec = 1.0;\n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n"
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" if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;\n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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#elif defined(GRAPHICS_API_OPENGL_33)
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" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
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" if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;\n"
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#endif
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#endif
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" for (int i = 0; i < maxLights; i++)\n"
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" for (int i = 0; i < maxLights; i++)\n"
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" {\n"
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" {\n"
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