resolmve some issues
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973faf0cbc
commit
b1f69d0539
3 changed files with 5 additions and 5 deletions
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@ -5,5 +5,5 @@ out vec4 fragColor;
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void main(void) {
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void main(void) {
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vec4 c = texture(tex, vsoTexCoord);
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vec4 c = texture(tex, vsoTexCoord);
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fragColor = vec4(c.rgb, length(c.rgb) > 0.0 ? 1.0 : 0.0);
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fragColor = vec4(c.rgb, length(c.rgb) > 0 ? 1 : 0);
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}
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}
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@ -7,9 +7,9 @@ uniform mat4 modview, proj;
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out vec2 vsoTexCoord;
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out vec2 vsoTexCoord;
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void main(void) {
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void main(void) {
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gl_Position = proj * modview * vec4(vsiPosition, 1.0);
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gl_Position = proj * modview * vec4(vsiPosition, 1);
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if(inv != 0) {
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if(inv != 0) {
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vsoTexCoord = vec2(vsiTexCoord.s, 1.0 - vsiTexCoord.t);
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vsoTexCoord = vec2(vsiTexCoord.s, 1 - vsiTexCoord.t);
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} else {
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} else {
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vsoTexCoord = vec2(vsiTexCoord.s, vsiTexCoord.t);
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vsoTexCoord = vec2(vsiTexCoord.s, vsiTexCoord.t);
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}
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}
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@ -14,9 +14,9 @@ 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 - lum_pos.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 * lum_color + 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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