Use toon shading, cleanup resources for debug marker example

This commit is contained in:
saschawillems 2016-05-26 20:13:28 +02:00
parent ea61df3b55
commit 8ee6a9f149
8 changed files with 45 additions and 3407 deletions

View file

@ -1,5 +1,5 @@
glslangvalidator -V phongpass.vert -o phongpass.vert.spv
glslangvalidator -V phongpass.frag -o phongpass.frag.spv
glslangvalidator -V toon.vert -o toon.vert.spv
glslangvalidator -V toon.frag -o toon.frag.spv
glslangvalidator -V colorpass.vert -o colorpass.vert.spv
glslangvalidator -V colorpass.frag -o colorpass.frag.spv
glslangvalidator -V postprocess.vert -o postprocess.vert.spv

View file

@ -27,4 +27,13 @@ void main()
vec3 diffuse = max(dot(N, L), 0.0) * color;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
float intensity = dot(N,L);
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;
outFragColor.rgb = inColor * 3.0 * shade;
}

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