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https://github.com/raysan5/raylib.git
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Removed colTint, tint color is colDiffuse
Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about...
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@ -6,7 +6,7 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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@ -16,7 +16,7 @@ out vec4 finalColor;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
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vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
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// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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@ -11,7 +11,6 @@ uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform vec4 colTint;
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uniform vec4 colAmbient;
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uniform vec4 colDiffuse;
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uniform vec4 colSpecular;
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@ -55,7 +54,7 @@ vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
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spec = pow(dot(n, h), 3 + glossiness)*s;
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}
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return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
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@ -74,7 +73,7 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
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}
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// Combine results
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return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
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return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
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@ -150,5 +149,5 @@ void main()
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}
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*lighting*colTint.rgb, texelColor.a*colTint.a);
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finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
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}
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@ -40,9 +40,9 @@ int main()
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material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
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material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
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material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
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material.colDiffuse = (Color){255, 255, 255, 255};
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material.colDiffuse = WHITE;
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material.colAmbient = (Color){0, 0, 10, 255};
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material.colSpecular = (Color){255, 255, 255, 255};
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material.colSpecular = WHITE;
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material.glossiness = 50.0f;
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dwarf.material = material; // Apply material to model
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