added preview imange,

passed data to shader,
need to process data in shader
This commit is contained in:
Anakin
2017-02-05 20:10:05 +01:00
parent 30f1a1e627
commit 541a975624
3 changed files with 29 additions and 6 deletions

View File

@@ -8,11 +8,13 @@ uniform mat3 n_matrix;
uniform vec3 cameraPosition;
uniform sampler2D texture;
uniform sampler2D secondTexture;
uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform bool b_transparent;
uniform bool b_specular;
uniform bool b_normalmap;
uniform bool b_light;
uniform struct Light {
@@ -35,7 +37,15 @@ void main()
if(b_light)
{
// some values
vec3 normalWorld = normalize(n_matrix * v_surfaceNormal);
mat3 tbn = transpose(mat3(a_polyTan, a_polyBiTan, a_polyNorm));
vec3 finalNormal = normalize(n_matrix * v_surfaceNormal);
// if(b_normalmap)
// {
// finalNormal = texture2D(secondTexture, v_surfaceUV).rgb;
// finalNormal = normalize(finalNormal * 2.0 -1.0)
// }
vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
@@ -62,13 +72,13 @@ void main()
vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
// diffuse
float diffuseCoefficient = max(0.0, dot(normalWorld, surfaceToLight));
float diffuseCoefficient = max(0.0, dot(finalNormal, surfaceToLight));
vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
// specular
float specularCoefficient = 0.0;
if(diffuseCoefficient > 0.0)
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalWorld))), materialShininess);
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, finalNormal))), materialShininess);
vec3 specColor;
if(b_specular)
specColor = vec3(surfaceColor.a);