diff --git a/data/shaders/deferredshadows/deferred.frag b/data/shaders/deferredshadows/deferred.frag index 1a9ee55d..4cf1454a 100644 --- a/data/shaders/deferredshadows/deferred.frag +++ b/data/shaders/deferredshadows/deferred.frag @@ -114,32 +114,14 @@ void main() // Diffuse lighting. float NdotL = max(0.0, dot(N, L)); - vec3 diff = /*ubo.lights[i].color.rgb * albedo.rgb */ vec3(NdotL); + vec3 diff = vec3(NdotL); // Specular lighting. vec3 R = reflect(-L, N); float NdotR = max(0.0, dot(R, V)); - vec3 spec = /*ubo.lights[i].color.rgb * albedo.a */ vec3(pow(NdotR, 16.0)); + vec3 spec = vec3(pow(NdotR, 16.0)); - vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0); - - float shadowFactor; - #ifdef USE_PCFA - shadowFactor= filterPCF(shadowClip, i); - #else - shadowFactor = textureProj(shadowClip, i, vec2(0.0)); - #endif - - //fragcolor += vec3(diff * spotEffect * heightAttenuation); - //fragcolor += vec3(diff * spotEffect * heightAttenuation) * shadowFactor * ubo.lights[i].color.rgb; - fragcolor += vec3(diff * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb; - - shadow += shadowFactor; - //if (shadowFactor > 0.5) - // fragcolor += vec3(0.25); - //else - // fragcolor += vec3(1.0-shadowFactor); - //fragcolor += (diff + spec) * spotEffect * heightAttenuation * shadowFactor; + fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb ; } for(int i = 0; i < LIGHT_COUNT; ++i) @@ -156,5 +138,5 @@ void main() fragcolor *= shadowFactor; } - outFragColor.rgb = fragcolor;// * shadow; + outFragColor.rgb = fragcolor; } \ No newline at end of file diff --git a/data/shaders/deferredshadows/deferred.frag.spv b/data/shaders/deferredshadows/deferred.frag.spv index 5b3d628f..5f7ac66c 100644 Binary files a/data/shaders/deferredshadows/deferred.frag.spv and b/data/shaders/deferredshadows/deferred.frag.spv differ