]> git.leopard-lacewing.eu Git - cgue_weave.git/commitdiff
fixed it?
authorPeter Schaefer <schaeferpm@gmail.com>
Sat, 9 May 2015 23:15:28 +0000 (01:15 +0200)
committerPeter Schaefer <schaeferpm@gmail.com>
Sat, 9 May 2015 23:15:28 +0000 (01:15 +0200)
shader/basicTexture_VS.hlsl
shader/lightingTexture_FS.hlsl

index 4e614d9812741aea9de4849ebde0c234df03525e..a81cc2ba3dc4f5adafc7cd26664519ad69ae6846 100644 (file)
@@ -17,16 +17,16 @@ uniform int uEnableTransp = 1;
 
 void main()
 {
-       PointLightPosition1 = (uView * vec4(0.0f, 1.0f, 0.0f, 0.f)).xyz;
-       DirectionalLightDirection1 = normalize((uView * vec4(-1.f, -0.f, -0.f, 0.f)).xyz);
+       PointLightPosition1 = (uView * vec4(0.0f, 1.0f, 0.0f, 1.f)).xyz;
+       DirectionalLightDirection1 = normalize((uView * vec4(-1.f, -0.f, -1.f, 0.f)).xyz);
 
        fUVs = aUV;
-       vec4 world_Position = uView * uModel * vec4(aPosition, 1);
+       world_Position = (uView * uModel * vec4(aPosition, 1)).xyz;
        mat3 scale = transpose(mat3(uModel))*mat3(uModel);
        vec3 Normal;
        for (int i = 0; i < 3; ++i)
                Normal[i] = 1/(scale[i][i])*aNormal[i];
-       worldNormal = normalize((uModel * vec4(Normal, 0.0f)).xyz);
+       worldNormal = normalize((uView * uModel * vec4(Normal, 0.0f)).xyz);
 
-       gl_Position = uProjection * world_Position;
+       gl_Position = uProjection * vec4(world_Position,1.f);
 }
\ No newline at end of file
index e281291d788b85139f249ef93a104417fd069e3f..be5d71526eba7894bfd4d887ccb6abd70875023c 100644 (file)
@@ -16,18 +16,16 @@ void main()
        float specularConst = material[3];
        vec4 uvColor = texture(uColorTexture, fUVs);
 
-
        vec3 AmbientLightColor = 0 * vec3(0.2f, 0.2f, 0.2f);
        vec3 PointLightColor1 = 0 * vec3(1.0f, 1.0f, 1.0f);
        vec3 DirectionalLightColor1 = 1 * vec3(0.6f, 0.6f, 0.6f);
 
-
-       vec3 cameraVec = normalize(-world_Position.xyz);
-       vec3 worldPointLightDir1 = PointLightPosition1 - world_Position.xyz;
+       vec3 cameraVec = normalize(world_Position);
+       vec3 worldPointLightDir1 = PointLightPosition1 - world_Position;
        vec3 PointLightDirection1 = normalize(worldPointLightDir1);
 
        float SpecularCosPoint1 = clamp(dot(cameraVec, normalize(reflect(PointLightDirection1, worldNormal))), 0, 1);
-       float SpecularCosDirection1 = clamp(dot(cameraVec, -normalize(reflect(-DirectionalLightDirection1, worldNormal))), 0, 1);
+       float SpecularCosDirection1 = clamp(dot(cameraVec, normalize(reflect(-DirectionalLightDirection1, worldNormal))), 0, 1);
        SpecularCosPoint1 = 0;
        //SpecularCosDirection1 = 0;
 
@@ -46,7 +44,7 @@ void main()
                ), uvColor.a);
 
 
-       FragmentColor = vec4((normalize(worldNormal)+1)/2, 1.0f);
+       //FragmentColor = vec4((normalize(worldNormal)+1)/2, 1.0f);
        //FragmentColor = vec4(length(DirectionalLightDirection1) - 1.0f, length(DirectionalLightDirection1) - 1.0f, length(DirectionalLightDirection1) - 1.0f, 1.0f);
 
        //vec3 uvColor = texture(uColorTexture, fUVs).rgb;