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
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;
), 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;