płynne przejscie planetoid
This commit is contained in:
parent
41e8ffc696
commit
37aa8e0c99
@ -1,9 +1,9 @@
|
||||
#version 430 core
|
||||
|
||||
float AMBIENT = 0.6;
|
||||
float AMBIENT = 0.4;
|
||||
float roughness;
|
||||
float metalic;
|
||||
|
||||
float MAX_DISTANCE = 12.0;
|
||||
|
||||
uniform vec3 color;
|
||||
uniform sampler2D colorTexture;
|
||||
@ -17,7 +17,7 @@ in vec2 vecTex;
|
||||
|
||||
in vec3 viewDirTS;
|
||||
in vec3 lightDirTS;
|
||||
|
||||
in float distanceToCamera;
|
||||
out vec4 outColor;
|
||||
|
||||
void main()
|
||||
@ -57,7 +57,10 @@ void main()
|
||||
|
||||
vec3 BRDF = kD*(textureColor/3.1458493) + specular;
|
||||
|
||||
|
||||
if (distanceToCamera > MAX_DISTANCE)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -17,7 +17,7 @@ uniform vec3 cameraPos;
|
||||
|
||||
out vec3 viewDirTS;
|
||||
out vec3 lightDirTS;
|
||||
|
||||
out float distanceToCamera;
|
||||
mat3 TBN;
|
||||
|
||||
|
||||
@ -42,6 +42,6 @@ void main()
|
||||
|
||||
vecTex = vertexTexCoord;
|
||||
vecTex.y = 1.0 - vecTex.y;
|
||||
|
||||
distanceToCamera = length(worldPos - cameraPos);
|
||||
gl_Position = transformation * vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user