Merge branch 'master' of https://git.wmi.amu.edu.pl/s444441/GRK-projekt-2020
This commit is contained in:
commit
f2ab237a78
@ -51,7 +51,7 @@
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<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
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<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>grk-cw9</RootNamespace>
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<RootNamespace>grk-cw9</RootNamespace>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
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<ProjectName>grk-project</ProjectName>
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<ProjectName>grk-project</ProjectName>
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</PropertyGroup>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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@ -66,7 +66,7 @@
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<UseDebugLibraries>false</UseDebugLibraries>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v142</PlatformToolset>
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<PlatformToolset>v141</PlatformToolset>
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</PropertyGroup>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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<ImportGroup Label="ExtensionSettings">
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@ -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 = 1.2;
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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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