Correct specular highlights, light colors
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f3a86c292c
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5 changed files with 21 additions and 26 deletions
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@ -73,7 +73,6 @@ float filterPCF(vec4 sc, float layer)
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return shadowFactor / count;
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}
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void main()
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{
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// Get G-Buffer values
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@ -112,18 +111,19 @@ void main()
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float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
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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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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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float NdotR = max(0.0, dot(R, V));
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vec3 spec = vec3(pow(NdotR, 16.0));
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vec3 spec = vec3(pow(NdotR, 16.0) * albedo.a * 2.5);
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fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb ;
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fragcolor += vec3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
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}
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// Shadow calculations in a separate pass
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for(int i = 0; i < LIGHT_COUNT; ++i)
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{
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vec4 shadowClip = ubo.lights[i].viewMatrix * vec4(fragPos, 1.0);
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Binary file not shown.
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@ -14,23 +14,14 @@ layout (binding = 0) uniform UBO
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} ubo;
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layout (location = 0) out vec2 outUV;
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//layout (location = 1) out vec4 outShadowCoord;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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/*
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const mat4 biasMat = mat4(
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0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.5, 0.5, 0.0, 1.0 );
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*/
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void main()
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{
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outUV = inUV;
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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//outShadowCoord = (biasMat * ubo.lightMVP * ubo.modelview) * vec4(inPos, 1.0);
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}
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