Updated bloom shaders (better lighting with specular)
This commit is contained in:
parent
997898032c
commit
4807931164
12 changed files with 22 additions and 21 deletions
|
|
@ -11,13 +11,13 @@ layout (location = 3) in vec3 inNormal;
|
|||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
mat4 modelview;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outNormal;
|
||||
layout (location = 1) out vec2 outUV;
|
||||
layout (location = 2) out vec3 outColor;
|
||||
layout (location = 3) out vec3 outEyePos;
|
||||
layout (location = 3) out vec3 outViewVec;
|
||||
layout (location = 4) out vec3 outLightVec;
|
||||
|
||||
void main()
|
||||
|
|
@ -25,8 +25,11 @@ void main()
|
|||
outNormal = inNormal;
|
||||
outColor = inColor;
|
||||
outUV = inUV;
|
||||
gl_Position = ubo.projection * ubo.model * inPos;
|
||||
outEyePos = vec3(ubo.model * inPos);
|
||||
vec4 lightPos = vec4(-5.0, -5.0, 0.0, 1.0);
|
||||
outLightVec = normalize(lightPos.xyz - inPos.xyz);
|
||||
gl_Position = ubo.projection * ubo.modelview * inPos;
|
||||
|
||||
vec3 lightPos = vec3(-5.0, -5.0, 0.0);
|
||||
vec4 pos = ubo.modelview * inPos;
|
||||
outNormal = mat3(ubo.modelview) * inNormal;
|
||||
outLightVec = lightPos - pos.xyz;
|
||||
outViewVec = -pos.xyz;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue