Updated standard shader

Corrects weird artifacts on web
This commit is contained in:
Ray 2016-10-11 00:39:07 +02:00
parent 648676f46b
commit 97e3277d58
3 changed files with 13 additions and 22 deletions

View file

@ -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++)
{

View file

@ -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++)
{

View file

@ -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"