From 3339279825bc4c3d97c8873c6ffdf6244f9ffd62 Mon Sep 17 00:00:00 2001 From: saschawillems Date: Sat, 16 Jul 2016 11:54:54 +0200 Subject: [PATCH] Use scene albedo in final scene composition --- data/shaders/deferredshadows/deferred.frag | 26 +++--------------- .../shaders/deferredshadows/deferred.frag.spv | Bin 9372 -> 8900 bytes 2 files changed, 4 insertions(+), 22 deletions(-) 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 5b3d628f17ae7f978748e2badd0578778075dbd5..5f7ac66c4ad9202b9f2c6baba0a0a47b934771d3 100644 GIT binary patch delta 1418 zcmY+EyH1o*6ot<)GYpVW5Mz`ML%bl~Z-@v8h>AA`5ijTnlUPWifoNfq5;hbdrC!4+2+Iyd~&y80T>*MYDrtVS*Iesmny3#(K ztE^R*3*GrJm{ZZJmZJNkZ^+=V@5ee#`PbJWdgM%x80VlQG&57<2Q zl(QS$hNYZduzBiJ^}P#O*aI=(7saqQYRXC57d5x5Oba%)AI*C6jXSa1dI0U;Fn{}Z8x{X{NXUfgh>wGL63mdG(Vk_K8q_oir~cNZ445^G4NY*(inYkHO)`g zIL2`V$LY)X;~-Al4_?QoZ9f55GkJ)sU`*`~LwyAQjy|n=fS9X(LZj}&Nw}J;w%(YU z_3y#fXCGqF>of;8I0QDR|3!1B@FSR?@zEI9r^&~}*cy}fkarra_6hu#G33LTV>z~% z+N|E`842cj`3%ls>AZ|Nh!goVCSqLfuAPU!#;1F70j}nkw2M(wPTHlq#`$|LWhVA< zTt;*N3ryIGw!(^xO~Rer9JkX4r^@zdTVSc1hkTvXxl6`1{Foc0kuUyKvZOCS{!k}7DQ0!23!~x=IO$?GaN33f^$iia&48riEQD7EDOb@;=DsmxRaassSP~t^5V0R zZ_?cm-kh~a*4TT6Z(i)FT8`Q{q zP(I@t`@A19^TKgys@ZjTUaG!IzYfBBNfd3S2JyBUj-AqL?UZhOi|mwcoRTTsIPsKk zoczWAe5W?RIl55mFkLNd?XC+cW3Nn~HTKAX()a8ACcf-#Uo>{AB-+v9?eJdl1LE&B z7NTubYsArbOl$QTvT29bwJ_@Qs3vA@hb5AL034d6ttc_JBjQYsPnSAPL(y0WMI05T zh_ZM}<1ukG?8LVV6GJS`hIhFz9vw2AG0@6B0>4 z01ma6?7ldY<3sQGs-RgF4}|G}U9w4GH0)fmhr+}V%LfMz=94=a>L;hO$)-LM&S=C5 zBTjs>&`E~Rj4+yYVOE&KWB28;I2wM$V?$&6*h;p5(H0**5n=UqQs#uw?4)2rt34m= sr7fT=%p`ECT@Wwn&AWz(FAAgKmykWFmqPfrpatqbjSP#`Ow)(-KmQP{g#Z8m