From 8efd1990da43eefac85e6449881795ae9d974954 Mon Sep 17 00:00:00 2001 From: Sebastian Park Date: Tue, 23 Apr 2024 21:15:41 -0400 Subject: Add an ambient term and make output alpha 1. --- resources/shaders/shader.frag | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag index ea7569b..9f7b55e 100755 --- a/resources/shaders/shader.frag +++ b/resources/shaders/shader.frag @@ -81,7 +81,9 @@ void main() { // refrProb *= beerAtt; fragColor = 0.75f * diffuse; // Diffuse - fragColor = vec4(0,0,0,0); +// fragColor = vec4(0, 0, 0, 1.f); +// fragColor = vec4(.9f,1.f,1.f,0); + fragColor = vec4(red * .2f, green * .2f, blue * .2f,1.f); fragColor += 1.f * specular; // Specular TODO: Pass multiplications as uniforms. fragColor = clamp(fragColor, 0.f, 1.f); // Clamp fragColor *= ((1 - refrProb) / 1.f); @@ -91,7 +93,7 @@ void main() { fragColor += refrProb * volumetric; // fragColor = transmissive * refrProb; - fragColor = vec4(vec3(fragColor), 1.5f); + fragColor = vec4(vec3(fragColor), 1.f); // Dividing refrProb by 2 just for heuristic. Want more phong to show through. // fragColor = clamp(fragColor, 0.f, 1.f); // fragColor = vec4(refrProb, 0.f, 0.f, 1.f); -- cgit v1.2.3-70-g09d2