trying to add better lighting

This commit is contained in:
JISAUAY committed 2024-09-25 17:41:43 -05:00
1 parent 2b1fa60212
commit ce888f5ac0
17 files changed
+129 -12362

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+49 -9
View File
@@ -3,21 +3,61 @@ out vec4 fragColor;
//uniform float light_power;
//uniform vec3 lightColor;
//uniform vec3 objectColor;
//uniform vec3 viewPos;
uniform vec3 lightColor;
uniform vec3 objectColor;
//uniform vec3 view_pos;
// in vec3 FragPos;
//in vec3 Normal;
//in vec3 LightPos;
in vec3 FragPos;
in vec3 Normal;
in vec3 LightPos;
// const float light_power = 12.0;
const float ambientStrength = 0.2;
const float light_power = 12.0;
const float ambientStrength = 0.1;
const float shininess = 64.0;
const float screenGamma = 2.2; // Assume the monitor is calibrated to the sRGB color space
void main()
{
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
// FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
// fragColor = vec4(dot(LightPos, Normal) * lightColor, 1.0);
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(LightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
vec3 ambient = ambientStrength * lightColor;
fragColor = vec4((ambient + diffuse) * objectColor, 1.0);
// vec3 lightDir = LightPos - FragPos;
// float distance = length(lightDir);
// vec3 norm = normalize(Normal);
// vec3 ambient = ambientStrength * lightColor;
//
// distance = distance * distance;
// lightDir = normalize(lightDir);
//
// float lambertian = max(dot(norm, lightDir), 0.0);
// vec3 diffuse = lambertian * lightColor;
// float specular = 0.0;
//
// if (lambertian > 0.0)
// {
// vec3 viewDir = normalize(-FragPos);
//
// vec3 halfDir = normalize(lightDir + viewDir);
// float specAngle = max(dot(halfDir, norm), 0.0);
// specular = pow(specAngle, shininess);
// }
//
// vec3 colorLinear = (ambient + (diffuse * light_power) + (specular * light_power)) * objectColor;
//
// // vec3 colorGammaCorrected = pow(colorLinear, vec3(1.0 / screenGamma));
//
// fragColor = vec4(colorLinear, 1.0);
// vec3 norm = normalize(Normal);
}
+11 -12
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@@ -1,23 +1,22 @@
#version 330 core
layout (location = 0) in vec3 aPos;
// layout (location = 1) in vec3 aNormal;
//layout (location = 1) in vec3 aColor;
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
uniform mat4 model;
uniform mat4 model;
// uniform mat4 view;
uniform mat4 projection;
// uniform vec3 lightPos;
uniform vec3 lightPos;
// out vec3 FragPos;
// out vec3 Normal;
// out vec3 LightPos;
out vec3 FragPos;
out vec3 Normal;
out vec3 LightPos;
void main()
{
// * view * model
gl_Position = projection * model * vec4(aPos, 1.0);
// FragPos = vec3(vec4(aPos, 1.0));
// Normal = mat3(transpose(inverse(view * model))) * aNormal;
// LightPos = vec3(view * vec4(lightPos, 1.0));
gl_Position = projection * model * vec4(position, 1.0);
FragPos = vec3(model * vec4(position, 1.0));
Normal = normal;
LightPos = lightPos;
}