Fix fragment shader

This commit is contained in:
xkamikoo 2021-02-02 12:04:58 +01:00
parent e84613bc32
commit 98683e60f9
2 changed files with 4 additions and 4 deletions

View File

@ -8,7 +8,7 @@ uniform sampler2D bloomBlur;
void main()
{
const float gamma = 0.8;
const float gamma = 1.0;
vec3 hdrColor = texture(scene, vTexCoords).rgb;
vec3 bloomColor = texture(bloomBlur, vTexCoords).rgb;
hdrColor += bloomColor;

View File

@ -26,7 +26,7 @@ void main()
{
vec3 fragColor = vec3(0,0,0);
vec4 textureColor = texture2D(colorTexture, vTexCoord);
vec4 ambient = vec4(0.1, 0.1, 0.1, 1.0) * textureColor;
vec3 ambient = vec3(0.1, 0.1, 0.1) * textureColor.xyz;
vec3 normal = normalize(interpNormal);
for(int i = 0; i < NR_POINT_LIGHTS; i++)
{
@ -45,9 +45,9 @@ void main()
vec3 specular = spec * pointLights[i].color * (pointLights[i].intensity/dist);
vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z); // * pointLights[i].color;
fragColor += mix(texture,texture*diffuse+vec3(1)*specular,0.9);
fragColor += texture*diffuse+vec3(1)*specular;
}
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
FragColor = vec4(fragColor, 1.0) + ambient;
FragColor = vec4(fragColor+ambient,1.0);
}