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@@ -38,7 +38,6 @@ uniform Light lights[maxLights];
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vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
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{
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-/*
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
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vec3 surfaceToLight = l.position - surfacePos;
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@@ -51,17 +50,14 @@ vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
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if (diff > 0.0)
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{
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vec3 h = normalize(-l.direction + v);
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- spec = pow(dot(n, h), 3.0 + glossiness)*s;
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+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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-*/
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- return vec3(0.5);
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}
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vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
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{
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-/*
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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@@ -72,18 +68,15 @@ vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
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if (diff > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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- spec = pow(dot(n, h), 3.0 + glossiness)*s;
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+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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// Combine results
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return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
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-*/
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- return vec3(0.5);
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}
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vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
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{
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-/*
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 lightToSurface = normalize(surfacePos - l.position);
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vec3 lightDir = normalize(-l.direction);
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@@ -108,12 +101,10 @@ vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
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if (diffAttenuation > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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- spec = pow(dot(n, h), 3.0 + glossiness)*s;
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+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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-*/
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- return vec3(0.5);
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}
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void main()
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@@ -140,7 +131,7 @@ void main()
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// Calculate specular texture color fetching or set to maximum specular value by default
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float spec = 1.0;
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- if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
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+ if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
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for (int i = 0; i < maxLights; i++)
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{
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