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Fix the example lighting shaders to use both frag and diffuse colors so they work with shapes and meshes. (#4482)

pull/4485/head
Jeffery Myers 6 dagen geleden
committed by GitHub
bovenliggende
commit
10fd4de258
Geen bekende sleutel gevonden voor deze handtekening in de database GPG sleutel-ID: B5690EEEBB952194
3 gewijzigde bestanden met toevoegingen van 11 en 5 verwijderingen
  1. +3
    -1
      examples/shaders/resources/shaders/glsl100/lighting.fs
  2. +3
    -1
      examples/shaders/resources/shaders/glsl120/lighting.fs
  3. +5
    -3
      examples/shaders/resources/shaders/glsl330/lighting.fs

+ 3
- 1
examples/shaders/resources/shaders/glsl100/lighting.fs Bestand weergeven

@ -40,6 +40,8 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse * fragColor;
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
@ -67,7 +69,7 @@ void main()
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction

+ 3
- 1
examples/shaders/resources/shaders/glsl120/lighting.fs Bestand weergeven

@ -38,6 +38,8 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse * fragColor;
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
@ -65,7 +67,7 @@ void main()
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction

+ 5
- 3
examples/shaders/resources/shaders/glsl330/lighting.fs Bestand weergeven

@ -3,7 +3,7 @@
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
//in vec4 fragColor;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
@ -41,6 +41,8 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse * fragColor;
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
@ -68,8 +70,8 @@ void main()
}
}
finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0)*colDiffuse;
finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0)*tint;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));

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