diff --git a/shaders/shader_4_tex.frag b/shaders/shader_4_tex.frag index d897c8e..62fc4ea 100644 --- a/shaders/shader_4_tex.frag +++ b/shaders/shader_4_tex.frag @@ -42,7 +42,7 @@ void main() vec3 diffuse = pointLights[i].color * diff * distance * pointLights[i].intensity; vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist); - vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * pointLights[i].color; + vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color; fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9); } diff --git a/src/main.cpp b/src/main.cpp index a74a9f1..17a4676 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -60,7 +60,6 @@ glm::mat4 cameraMatrix, perspectiveMatrix; glm::vec3 sunPos = glm::vec3(10.0f, 0.0f, -5.0f); glm::vec3 sunPos2 = glm::vec3(25.0f, -1.0f, 10.0f); -glm::vec3 engineLight = cameraPos + cameraDir * 0.6f + glm::vec3(0, -0.25f, 0); struct Light { @@ -349,24 +348,24 @@ void init() Light l1; l1.position = sunPos; l1.color = glm::vec3(0.8f, 0.8f, 0.7f); - l1.intensity = 3; + l1.intensity = 2; lights.push_back(l1); Light l2; l2.position = sunPos2; l2.color = glm::vec3(0.5f, 0.5f, 0.5f); - l2.intensity = 3; + l2.intensity = 2; lights.push_back(l2); Light l3; - l3.position = engineLight; - l3.color = glm::vec3(1.0f, -0.0f, 0.0f); + l3.position = glm::vec3(0); + l3.color = glm::vec3(1.0f, 0.0f, 0.0f); l3.intensity = 0.0001; lights.push_back(l3); Light l4; - l4.position = engineLight; - l4.color = glm::vec3(1.0f, -0.0f, 0.0f); + l4.position = glm::vec3(0); + l4.color = glm::vec3(1.0f, 0.0f, 0.0f); l4.intensity = 0.0001; lights.push_back(l4);