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authorSebastian Park <SebPark03@gmail.com>2024-04-23 18:03:00 -0400
committerSebastian Park <SebPark03@gmail.com>2024-04-23 18:03:00 -0400
commit5c8c2f86376050787f2960656ca5865fcf87c020 (patch)
tree19fa985f81099256e67184496179ebb2200964b5 /resources
parentc1e29bb93fcc24bbbdadcefede3fc9cddc0df48c (diff)
parent84c0bfa85374e45f06c1b6d7311b80f78670fb7c (diff)
Merge remote-tracking branch 'origin/jess_working_norms'
Diffstat (limited to 'resources')
-rwxr-xr-xresources/shaders/shader.frag8
-rwxr-xr-xresources/shaders/shader.vert2
2 files changed, 6 insertions, 4 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 7df2588..3beefa6 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -45,8 +45,8 @@ vec2 uvFromWorldPoint(vec3 point) {
void main() {
// Do lighting in camera space
- vec3 lightDir = normalize(vec3(0, 0.5, 1));
- lightDir = normalize(vec3(0.f, 3.f, 0.f) - pos);
+ vec3 lightDir = normalize(vec3(1, 0.5, 1));
+ // lightDir = normalize(vec3(0.f, 3.f, 0.f) - pos);
// float d = clamp(dot(normal_cameraSpace, lightDir), 0, 1);
float d = clamp(dot(normal_worldSpace, lightDir), 0, 1);
vec3 reflectedLight = lightDir - 2 * dot(lightDir, normal_worldSpace) * normal_worldSpace;
@@ -62,7 +62,7 @@ void main() {
// fragColor = vec4(fragColor.x, 0.f, fragColor.z, 1.f);
// fragColor = vec4(test, test, test, 1.f);
vec2 refrUV = uvFromWorldPoint(refrPos);
- float beerAtt = exp(-length((pos - refrPos)) * 0.2f); // TODO: Make uniform
+ float beerAtt = exp(-length((pos - refrPos)) * 0.001f); // TODO: Make uniform
vec4 diffuse = vec4(red * d, green * d, blue * d, 1.0f);
vec4 specular = vec4(1, 1, 1, 1) * pow(spec, 10.f);
@@ -90,4 +90,6 @@ void main() {
// refrProb * (BEER * TRANSMISSIVE + (1 - beerAtt) * VOLUME (which is somewhat diffuse too?))
// Transmissive shouldn't just get darker, but blurrier as beer attenuation lowers.
// fragColor = texture(sampler, vec2(refrUV));
+
+ //fragColor = vec4(vec3(normal_worldSpace), 1.f);
}
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert
index 750a4da..7a7dde5 100755
--- a/resources/shaders/shader.vert
+++ b/resources/shaders/shader.vert
@@ -24,7 +24,7 @@ out vec2 uv;
out float matIor;
vec4 getRefrPos() {
- float depth = -3.f; // TODO: Pass as uniform
+ float depth = -1000.f; // TODO: Pass as uniform
vec3 w_o = normalize(pos - camera_worldSpace);
float cos_theta_i = dot(-w_o, normal_worldSpace);
float n_i = 1;