Updated mesh shaders (better lighting with specular)

This commit is contained in:
saschawillems 2016-02-24 23:26:49 +01:00
parent 4807931164
commit 94f6b4a074
6 changed files with 17 additions and 19 deletions

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@ -8,26 +8,20 @@ layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inEyePos;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(1.0));
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(vec3(0.25), 1.0);
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
float specular = 0.75;
vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
outFragColor = vec4((IAmbient + IDiffuse) * color + (ISpecular * IDiffuse));
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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@ -18,7 +18,7 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outEyePos;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
@ -27,6 +27,10 @@ void main()
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
outEyePos = (gl_Position).xyz;
outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(ubo.model) * inNormal;
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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@ -67,7 +67,7 @@ public:
struct {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(2.0f, 2.0f, -2.0f, 1.0f);
glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f);
} uboVS;
struct {

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