Shader* shader1 = new Shader("basicTexture_VS.hlsl", "lightingTexture_FS.hlsl");
// load LVL
- SceneObject* tmp_world = new SceneObject(shader1, scale(vec3(3.f)), vec4(4.0f, 1.0f, 1.0f, 2.0f), "level_test.dae", "model_levelTest_2D.png");
+ SceneObject* tmp_world = new SceneObject(shader1, scale(vec3(2.5f, 1.0f, 2.5f)), vec4(4.0f, 1.0f, 1.0f, 2.0f), "level_test.dae", "model_levelTest_2D.png");
tmp_world->ignore = true;
current_world->addObject(tmp_world);
if (tmp >= 0)
glUniformMatrix4fv(tmp, 1, false, value_ptr(projection));
- //tmp = shader->getUniformLocation("uInvProjection");
- //if (tmp >= 0)
- // glUniformMatrix4fv(tmp, 1, false, value_ptr(glm::inverse(projection)));
+ tmp = shader->getUniformLocation("uInvProjection");
+ if (tmp >= 0)
+ glUniformMatrix4fv(tmp, 1, false, value_ptr(glm::inverse(projection)));
tmp = shader->getUniformLocation("uView");
if (tmp >= 0)
if (tmp>=0)
glUniformMatrix4fv(tmp, 1, false, value_ptr(projection));
- //tmp = shader->getUniformLocation("uInvProjection");
- //if (tmp >= 0)
- // glUniformMatrix4fv(tmp, 1, false, value_ptr(glm::inverse(projection)));
+ tmp = shader->getUniformLocation("uInvProjection");
+ if (tmp >= 0)
+ glUniformMatrix4fv(tmp, 1, false, value_ptr(glm::inverse(projection)));
tmp = shader->getUniformLocation("uView");
if (tmp >= 0)
void main()
{
- 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);
+ PointLightPosition1 = (uView * vec4(0.0f, 0.3f, -3.0f, 1.f)).xyz;
+ DirectionalLightDirection1 = normalize((uView * vec4(-1.f, -0.f, -0.f, 0.f)).xyz);
fUVs = aUV;
world_Position = (uView * uModel * vec4(aPosition, 1)).xyz;
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 AmbientLightColor = 0.5 * vec3(0.2f, 0.2f, 0.2f);
+ vec3 PointLightColor1 = 1 * vec3(1.0f, 0.0f, 0.0f);
vec3 DirectionalLightColor1 = 1 * vec3(0.6f, 0.6f, 0.6f);
vec3 cameraVec = normalize(world_Position);
float SpecularCosPoint1 = clamp(dot(cameraVec, normalize(reflect(PointLightDirection1, worldNormal))), 0, 1);
float SpecularCosDirection1 = clamp(dot(cameraVec, normalize(reflect(-DirectionalLightDirection1, worldNormal))), 0, 1);
- SpecularCosPoint1 = 0;
+ //SpecularCosPoint1 = 0;
//SpecularCosDirection1 = 0;
float cosThetaPoint1 = clamp(dot(worldNormal, PointLightDirection1), 0, 1);
float cosThetaDirection1 = clamp(dot(worldNormal, -DirectionalLightDirection1), 0, 1);
- cosThetaPoint1 = 0;
- cosThetaDirection1 = 0;
+ //cosThetaPoint1 = 0;
+ //cosThetaDirection1 = 0;
float squaredist1 = worldPointLightDir1.x * worldPointLightDir1.x + worldPointLightDir1.y * worldPointLightDir1.y + worldPointLightDir1.z * worldPointLightDir1.z;