implemented light into cpp,

bug:
everything is dark,
need to calculate the normal matrix once in cpp and not for every pixel
This commit is contained in:
Anakin
2017-01-17 17:48:54 +01:00
parent 86c0559fdc
commit 1c962a481f
3 changed files with 18 additions and 8 deletions

View File

@@ -6,10 +6,11 @@ precision mediump float;
uniform mat3 n_matrix;
uniform sampler2D texture;
uniform mat4 m_matrix;
uniform struct Light {
vec3 position;
vec3 intensities;
vec3 position;
vec3 intensities;
} light;
uniform bool b_transparent;
@@ -20,13 +21,13 @@ varying vec3 v_normal;
void main()
{
vec3 normal = normalize(n_matrix * v_normal);
mat3 normalMatrix = transpose(inverse(mat3(m_matrix)));
vec3 normal = normalize(n_matrix * v_normal);
vec3 surfaceToLight = light.position - v_position;
float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
brightness = clamp(brightness, 0, 1);
vec3 surfaceToLight = light.position - v_position;
float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
brightness = clamp(brightness, 0, 1);
// Set fragment color from texture
vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));