Code cleanup

This commit is contained in:
Sascha Willems 2023-11-25 15:35:54 +01:00
parent 4d0d96e0af
commit 3c0f3e18cd
3 changed files with 5 additions and 37 deletions

View file

@ -18,7 +18,6 @@ struct Light {
layout (binding = 3) uniform UBO
{
vec4 viewPos;
Light lights[NUM_LIGHTS];
} ubo;
@ -30,40 +29,24 @@ void main()
vec3 normal = subpassLoad(samplerNormal).rgb;
vec4 albedo = subpassLoad(samplerAlbedo);
#define ambient 0.15
#define ambient 0.05
// Ambient part
vec3 fragcolor = albedo.rgb * ambient;
for(int i = 0; i < NUM_LIGHTS; ++i)
{
// Vector to light
vec3 L = ubo.lights[i].position.xyz - fragPos;
// Distance from light to fragment position
float dist = length(L);
// Viewer to fragment
vec3 V = ubo.viewPos.xyz - fragPos;
V = normalize(V);
// Light to fragment
L = normalize(L);
float atten = ubo.lights[i].radius / (pow(dist, 3.0) + 1.0);
// Attenuation
float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
// Diffuse part
vec3 N = normalize(normal);
float NdotL = max(0.0, dot(N, L));
vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
// Specular part
// Specular map values are stored in alpha of albedo mrt
vec3 R = reflect(-L, N);
float NdotR = max(0.0, dot(R, V));
//vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 32.0) * atten;
fragcolor += diff;// + spec;
fragcolor += diff;
}
outColor = vec4(fragcolor, 1.0);