Use scene albedo in final scene composition
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2 changed files with 4 additions and 22 deletions
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@ -114,32 +114,14 @@ void main()
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// Diffuse lighting.
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// Diffuse lighting.
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float NdotL = max(0.0, dot(N, L));
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float NdotL = max(0.0, dot(N, L));
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vec3 diff = /*ubo.lights[i].color.rgb * albedo.rgb */ vec3(NdotL);
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vec3 diff = vec3(NdotL);
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// Specular lighting.
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// Specular lighting.
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vec3 R = reflect(-L, N);
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vec3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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float NdotR = max(0.0, dot(R, V));
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vec3 spec = /*ubo.lights[i].color.rgb * albedo.a */ vec3(pow(NdotR, 16.0));
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vec3 spec = vec3(pow(NdotR, 16.0));
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vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
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fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb ;
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float shadowFactor;
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#ifdef USE_PCFA
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shadowFactor= filterPCF(shadowClip, i);
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#else
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shadowFactor = textureProj(shadowClip, i, vec2(0.0));
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#endif
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//fragcolor += vec3(diff * spotEffect * heightAttenuation);
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//fragcolor += vec3(diff * spotEffect * heightAttenuation) * shadowFactor * ubo.lights[i].color.rgb;
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fragcolor += vec3(diff * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb;
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shadow += shadowFactor;
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//if (shadowFactor > 0.5)
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// fragcolor += vec3(0.25);
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//else
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// fragcolor += vec3(1.0-shadowFactor);
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//fragcolor += (diff + spec) * spotEffect * heightAttenuation * shadowFactor;
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}
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}
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for(int i = 0; i < LIGHT_COUNT; ++i)
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for(int i = 0; i < LIGHT_COUNT; ++i)
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@ -156,5 +138,5 @@ void main()
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fragcolor *= shadowFactor;
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fragcolor *= shadowFactor;
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}
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}
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outFragColor.rgb = fragcolor;// * shadow;
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outFragColor.rgb = fragcolor;
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}
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}
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