broken lighting

This commit is contained in:
2020-06-28 21:20:26 +02:00
parent 419a329fc8
commit f868a8e45a
7 changed files with 68 additions and 15 deletions

View File

@@ -4,9 +4,28 @@
layout(binding = 1) uniform sampler2D tex;
layout(location = 0) in vec2 tex_coords;
layout(location = 1) in vec3 normal_cam;
layout(location = 2) in vec3 position_cam;
layout(location = 3) in vec3 light_direction_cam;
layout(location = 0) out vec4 out_color;
void main() {
out_color = texture(tex, tex_coords);
vec3 normal_cam_u = normalize(normal_cam);
vec3 light_direction_cam_u = normalize(light_direction_cam);
float ambient_strength = 0.1;
vec3 light_color = vec3(1.0, 1.0, 1.0);
vec3 ambient_color = ambient_strength * light_color;
float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u));
vec3 diffuse_color = diffuse_strength * light_color;
// float specular_value = 1.0;
// vec3 view_direction = normalize(position_cam);
// vec3 reflect_direction = reflect(-light_direction_cam_nm, normal_cam_nm);
// float specular_strength = pow(max(dot(view_direction, reflect_direction), 0.0), 32);
// vec3 specular_color = specular_value * specular_strength * light_color;
out_color = vec4(ambient_color + diffuse_color, 1.0) * texture(tex, tex_coords);
}

View File

@@ -1,20 +1,25 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(push_constant) uniform PushConstants {
mat4 model;
} push;
layout(binding = 0) uniform ObjectUniformData {
mat4 view;
mat4 projection;
float time;
vec3 light_position;
} ubo;
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec2 tex_coords;
layout(push_constant) uniform PushConstants {
mat4 model;
} push;
layout(location = 1) out vec3 normal_cam;
layout(location = 2) out vec3 position_cam;
layout(location = 3) out vec3 light_direction_cam;
out gl_PerVertex {
vec4 gl_Position;
@@ -23,4 +28,11 @@ out gl_PerVertex {
void main() {
gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
tex_coords = uv;
position_cam = vec3(ubo.view * push.model * vec4(position, 1.0));
// TODO: use inverse transpose so this doesn't break when scaling
normal_cam = vec3(ubo.view * push.model * vec4(normal, 1.0));
vec3 light_position_cam = vec3(ubo.view * vec4(ubo.light_position, 1.0));
light_direction_cam = light_position_cam - position_cam;
}