Browse Source

Update deferred_shading.fs

pull/4714/head
MikiZX1 1 month ago
committed by GitHub
parent
commit
099b2e994d
No known key found for this signature in database GPG Key ID: B5690EEEBB952194
1 changed files with 6 additions and 6 deletions
  1. +6
    -6
      examples/shaders/resources/shaders/glsl100/deferred_shading.fs

+ 6
- 6
examples/shaders/resources/shaders/glsl100/deferred_shading.fs View File

@ -22,14 +22,14 @@ const int NR_LIGHTS = 4;
uniform Light lights[NR_LIGHTS];
uniform vec3 viewPosition;
const float QUADRATIC = 0.032;
const float LINEAR = 0.09;
const float QUADRATIC = 0.35;
const float LINEAR = 0.15;
void main() {
vec3 fragPosition = texture(gPosition, texCoord).rgb;
vec3 normal = texture(gNormal, texCoord).rgb;
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
float specular = pow(texture(gAlbedoSpec, texCoord).a,8.0);
float specular = texture(gAlbedoSpec, texCoord).a;
vec3 ambient = albedo * vec3(0.03f);
vec3 viewDirection = normalize(viewPosition - fragPosition);
@ -41,14 +41,14 @@ void main() {
vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz;
vec3 halfwayDirection = normalize(lightDirection + viewDirection);
float spec = pow(max(dot(normal, halfwayDirection), 0.0), 16.0);
vec3 specular = specular * spec * lights[i].color.xyz;
float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0);
vec3 specular = vec3(0.1,0.1,0.1) + specular * spec * lights[i].color.xyz;
// Attenuation
float distance = length(lights[i].position - fragPosition);
float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance);
diffuse *= attenuation;
specular *= attenuation;
specular *= attenuation*attenuation;
ambient += diffuse + specular;
}

Loading…
Cancel
Save