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