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@ -38,7 +38,6 @@ uniform Light lights[maxLights]; |
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vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s) |
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{ |
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/* |
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0)); |
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vec3 surfaceToLight = l.position - surfacePos; |
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@ -51,17 +50,14 @@ vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s) |
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if (diff > 0.0) |
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{ |
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vec3 h = normalize(-l.direction + v); |
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spec = pow(dot(n, h), 3.0 + glossiness)*s; |
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s; |
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} |
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb); |
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*/ |
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return vec3(0.5); |
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} |
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vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s) |
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{ |
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/* |
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vec3 lightDir = normalize(-l.direction); |
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// Diffuse shading |
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@ -72,18 +68,15 @@ vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s) |
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if (diff > 0.0) |
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{ |
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vec3 h = normalize(lightDir + v); |
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spec = pow(dot(n, h), 3.0 + glossiness)*s; |
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s; |
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} |
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// Combine results |
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return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb); |
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*/ |
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return vec3(0.5); |
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} |
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vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s) |
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{ |
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/* |
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); |
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vec3 lightToSurface = normalize(surfacePos - l.position); |
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vec3 lightDir = normalize(-l.direction); |
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@ -108,12 +101,10 @@ vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s) |
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if (diffAttenuation > 0.0) |
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{ |
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vec3 h = normalize(lightDir + v); |
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spec = pow(dot(n, h), 3.0 + glossiness)*s; |
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s; |
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} |
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); |
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*/ |
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return vec3(0.5); |
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} |
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void main() |
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@ -140,7 +131,7 @@ void main() |
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// Calculate specular texture color fetching or set to maximum specular value by default |
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float spec = 1.0; |
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if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r); |
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if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r; |
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for (int i = 0; i < maxLights; i++) |
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{ |
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