sun shines brughter
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@ -9,8 +9,8 @@ uniform vec3 cameraPos;
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uniform vec3 color;
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uniform vec3 color;
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uniform vec3 sunDir;
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//uniform vec3 sunDir;
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uniform vec3 sunColor;
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//uniform vec3 sunColor;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 lightColor;
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@ -114,7 +114,7 @@ void main()
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vec3 ambient = AMBIENT*color;
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vec3 ambient = AMBIENT*color;
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vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
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vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
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vec3 ilumination;
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vec3 ilumination;
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ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
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ilumination = ambient+PBRLight(lightDir,attenuatedlightColor * 300,normal,viewDir);
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//flashlight
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//flashlight
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//vec3 spotlightDir= normalize(spotlightDirTS);
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//vec3 spotlightDir= normalize(spotlightDirTS);
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@ -126,7 +126,7 @@ void main()
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
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//sun
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//sun
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ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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//ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
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@ -15,12 +15,12 @@ out vec3 worldPos;
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uniform vec3 lightPos;
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uniform vec3 lightPos;
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uniform vec3 spotlightPos;
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uniform vec3 spotlightPos;
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uniform vec3 cameraPos;
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uniform vec3 cameraPos;
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uniform vec3 sunDir;
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//uniform vec3 sunDir;
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out vec3 viewDirTS;
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out vec3 viewDirTS;
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out vec3 lightDirTS;
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out vec3 lightDirTS;
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out vec3 spotlightDirTS;
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out vec3 spotlightDirTS;
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out vec3 sunDirTS;
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//out vec3 sunDirTS;
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void main()
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void main()
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{
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{
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@ -38,6 +38,6 @@ void main()
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lightDirTS = TBN*L;
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lightDirTS = TBN*L;
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vec3 SL = normalize(spotlightPos-worldPos);
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vec3 SL = normalize(spotlightPos-worldPos);
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spotlightDirTS = TBN*SL;
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spotlightDirTS = TBN*SL;
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sunDirTS = TBN*sunDir;
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//sunDirTS = TBN*sunDir;
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}
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}
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@ -88,8 +88,8 @@ void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec
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glm::vec3 lightsColors[NUM_LIGHTS];
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glm::vec3 lightsColors[NUM_LIGHTS];
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glm::vec3 lightsDirections[NUM_LIGHTS];
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glm::vec3 lightsDirections[NUM_LIGHTS];
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glUniform3f(glGetUniformLocation(program, "sunDir"), sun.sunDir.x, sun.sunDir.y, sun.sunDir.z);
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/*glUniform3f(glGetUniformLocation(program, "sunDir"), sun.sunDir.x, sun.sunDir.y, sun.sunDir.z);
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glUniform3f(glGetUniformLocation(program, "sunColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);
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glUniform3f(glGetUniformLocation(program, "sunColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);*/
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glUniform3f(glGetUniformLocation(program, "lightPos"), sun.sunPos.x, sun.sunPos.y, sun.sunPos.z);
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glUniform3f(glGetUniformLocation(program, "lightPos"), sun.sunPos.x, sun.sunPos.y, sun.sunPos.z);
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glUniform3f(glGetUniformLocation(program, "lightColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);
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glUniform3f(glGetUniformLocation(program, "lightColor"), sun.sunColor.x, sun.sunColor.y, sun.sunColor.z);
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