cleaning
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e844a8b94a
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2 changed files with 7 additions and 9 deletions
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@ -6,17 +6,17 @@ in vec3 vec_normal;
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out vec4 fragColor;
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out vec4 fragColor;
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uniform vec4 couleur;
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uniform vec4 couleur;
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uniform vec4 lumpos;
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uniform vec4 lum_pos;
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uniform mat4 view;
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uniform mat4 view;
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uniform vec4 lumcolor;
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uniform vec4 lum_color;
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void main() {
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void main() {
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const vec3 vue = vec3(0, 0, -1);
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const vec3 vue = vec3(0, 0, -1);
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const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
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const vec4 soleil_color = vec4(0.81f, 0.78f, 0.66f, 1.0f);
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vec3 torche = normalize(pos_model.xyz - lumpos.xyz);
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vec3 torche = normalize(pos_model.xyz - lum_pos.xyz);
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float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0, 1);
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float intensite_lumineuse = clamp(dot(vec_normal, -torche), 0, 1);
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vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
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vec3 reflet = (transpose(inverse(view)) * vec4(reflect(torche, vec_normal), 0)).xyz;
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float intensite_specularite = pow(clamp(dot(reflet, -vue), 0, 1), 10);
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float intensite_specularite = pow(clamp(dot(reflet, -vue), 0, 1), 10);
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fragColor = intensite_specularite * lumcolor + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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fragColor = intensite_specularite * lum_color + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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}
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}
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@ -54,8 +54,8 @@ static void draw(void) {
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const GLfloat lumpos[] = {1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1},
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const GLfloat lumpos[] = {1, (GLfloat)(2 + 2 * sin(deplacement)), 1, 1},
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lumcolor[] = {1, 0, 0, 1};
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lumcolor[] = {1, 0, 0, 1};
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glUniform4fv(glGetUniformLocation(_pId, "lumpos"), 1, lumpos);
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glUniform4fv(glGetUniformLocation(_pId, "lum_pos"), 1, lumpos);
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glUniform4fv(glGetUniformLocation(_pId, "lumcolor"), 1, lumcolor);
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glUniform4fv(glGetUniformLocation(_pId, "lum_color"), 1, lumcolor);
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bindAndLoadf(matrix_proj);
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bindAndLoadf(matrix_proj);
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GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
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@ -63,9 +63,7 @@ static void draw(void) {
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bindAndLoadf(matrix_view);
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bindAndLoadf(matrix_view);
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const GLfloat distance = 2;
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const GLfloat distance = 2;
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const GLfloat eye[3] = {0, distance, distance};
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gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
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gl4duLookAtf(eye[0], eye[1], eye[2], 0, 0, 0, 0, 1, 0);
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glUniform4fv(glGetUniformLocation(_pId, "camerapos"), 1, eye);
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bindAndLoadf(matrix_model);
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bindAndLoadf(matrix_model);
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gl4duRotatef(-90, 1, 0, 0);
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gl4duRotatef(-90, 1, 0, 0);
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