broken lighting
This commit is contained in:
@@ -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);
|
||||
}
|
||||
Reference in New Issue
Block a user