Review shader exaples to work on web (GLSL 100)

This commit is contained in:
Ray
2020-03-02 13:27:54 +01:00
parent 08615d3247
commit 485787059a
14 changed files with 291 additions and 77 deletions

View File

@ -55,25 +55,21 @@ void main()
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL) {
light = -normalize(lights[i].target - lights[i].position);
}
if (lights[i].type == LIGHT_POINT) {
light = normalize(lights[i].position - fragPosition);
}
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb * NdotL;
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
if(NdotL > 0.0)
specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
specular += specCo;
}
}
finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (ambient/10.0);
finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));