naming
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2 changed files with 6 additions and 6 deletions
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@ -8,21 +8,21 @@ out vec4 fragColor;
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const int max = 20; // should change in cpu too
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const int max = 20; // should change in cpu too
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uniform vec4 couleur;
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uniform vec4 couleur;
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uniform vec4 lum_pos[max];
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uniform vec4 lumPos[max];
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uniform mat4 view;
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uniform mat4 view;
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uniform vec4 lum_color[max];
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uniform vec4 lumColor[max];
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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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for(int i = 0; i < max; i++) {
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for(int i = 0; i < max; i++) {
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vec3 torche = normalize(pos_model.xyz - lum_pos[i].xyz);
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vec3 torche = normalize(pos_model.xyz - lumPos[i].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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vec4 color = intensite_specularite * lum_color[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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vec4 color = intensite_specularite * lumColor[i] + 0.1 * soleil_color + 0.9 * intensite_lumineuse * couleur;
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if(i == 0) {
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if(i == 0) {
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fragColor = color;
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fragColor = color;
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} else {
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} else {
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@ -172,8 +172,8 @@ static void draw(void) {
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/* On devrait donner HEROS_NUMBER mais pour éviter de ne plus rien voir avec
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/* On devrait donner HEROS_NUMBER mais pour éviter de ne plus rien voir avec
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* les lumières, on en donne que 20 */
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* les lumières, on en donne que 20 */
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glUniform4fv(glGetUniformLocation(_pId, "lum_pos"), 20, (float *)lumpos);
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glUniform4fv(glGetUniformLocation(_pId, "lumPos"), 20, (float *)lumpos);
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glUniform4fv(glGetUniformLocation(_pId, "lum_color"), 20, (float *)lumcolor);
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glUniform4fv(glGetUniformLocation(_pId, "lumColor"), 20, (float *)lumcolor);
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deplacement += (float)(0.4 * M_PI * dt);
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deplacement += (float)(0.4 * M_PI * dt);
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glUseProgram(0);
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glUseProgram(0);
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