Update texutre maps and shaders for particle system fire

This commit is contained in:
saschawillems 2016-03-19 19:28:36 +01:00
parent 6b50c207ae
commit f621b4c12a
5 changed files with 7 additions and 7 deletions

View file

@ -1400,10 +1400,10 @@ f 257/358/388 195/357/387 260/309/198 384/308/197
f 193/346/329 257/358/388 384/308/197 259/324/318 f 193/346/329 257/358/388 384/308/197 259/324/318
f 259/324/318 384/308/197 258/311/200 194/325/319 f 259/324/318 384/308/197 258/311/200 194/325/319
o Plane o Plane
v -4.000000 0.000000 4.000000 v -4.400000 0.000000 4.400000
v 4.000000 0.000000 4.000000 v 4.400000 0.000000 4.400000
v -4.000000 0.000000 -4.000000 v -4.400000 0.000000 -4.400000
v 4.000000 0.000000 -4.000000 v 4.400000 0.000000 -4.400000
vt 0.000000 0.255564 vt 0.000000 0.255564
vt 1.000000 0.255564 vt 1.000000 0.255564
vt 1.000000 0.996992 vt 1.000000 0.996992

View file

@ -6,7 +6,7 @@
layout (binding = 1) uniform sampler2D sColorMap; layout (binding = 1) uniform sampler2D sColorMap;
layout (binding = 2) uniform sampler2D sNormalHeightMap; layout (binding = 2) uniform sampler2D sNormalHeightMap;
#define lightRadius 35.0 #define lightRadius 45.0
layout (location = 0) in vec2 inUV; layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inLightVec; layout (location = 1) in vec3 inLightVec;
@ -18,7 +18,7 @@ layout (location = 0) out vec4 outFragColor;
void main(void) void main(void)
{ {
vec3 specularColor = vec3(0.5, 0.5, 0.5); vec3 specularColor = vec3(0.85, 0.5, 0.0);
float invRadius = 1.0/lightRadius; float invRadius = 1.0/lightRadius;
float ambient = 0.0; float ambient = 0.0;
@ -38,7 +38,7 @@ void main(void)
vec3 view = normalize(inViewVec); vec3 view = normalize(inViewVec);
vec3 reflectDir = reflect(-light, normal); vec3 reflectDir = reflect(-light, normal);
float specular = pow(max(dot(view, reflectDir), 0.0), 8.0); float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0); outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
} }