Fix fragment shader
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e84613bc32
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98683e60f9
@ -8,7 +8,7 @@ uniform sampler2D bloomBlur;
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void main()
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void main()
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{
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{
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const float gamma = 0.8;
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const float gamma = 1.0;
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vec3 hdrColor = texture(scene, vTexCoords).rgb;
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vec3 hdrColor = texture(scene, vTexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
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vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
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hdrColor += bloomColor;
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hdrColor += bloomColor;
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@ -26,7 +26,7 @@ void main()
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{
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{
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vec3 fragColor = vec3(0,0,0);
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vec3 fragColor = vec3(0,0,0);
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vec4 textureColor = texture2D(colorTexture, vTexCoord);
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vec4 textureColor = texture2D(colorTexture, vTexCoord);
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vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
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vec3 ambient = vec3(0.1, 0.1, 0.1) * textureColor.xyz;
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vec3 normal = normalize(interpNormal);
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vec3 normal = normalize(interpNormal);
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for(int i = 0; i < NR_POINT_LIGHTS; i++)
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for(int i = 0; i < NR_POINT_LIGHTS; i++)
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{
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{
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@ -45,9 +45,9 @@ void main()
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
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vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color;
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vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color;
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fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
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fragColor += texture*diffuse+vec3(1)*specular;
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}
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}
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
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FragColor = vec4(fragColor, 1.0) + ambient;
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FragColor = vec4(fragColor+ambient,1.0);
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}
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}
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