Fixed color specular component in shaders
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3bedcf4413
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61ee633cd2
1 changed files with 6 additions and 18 deletions
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@ -1753,8 +1753,8 @@ sub _vertex_shader_Gouraud {
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.25 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 200.0
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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@ -1784,15 +1784,9 @@ varying vec3 delta_box_max;
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void main()
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{
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vec3 eye = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
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// Also since we're talking about a directional light, the position field is actually direction.
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vec3 halfVector = normalize(LIGHT_TOP_DIR + eye);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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@ -1801,7 +1795,7 @@ void main()
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intensity.y = 0.0;
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if (NdotL > 0.0)
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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@ -1926,8 +1920,8 @@ sub _vertex_shader_variable_layer_height {
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.25 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 200.0
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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@ -1943,15 +1937,9 @@ varying float object_z;
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void main()
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{
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vec3 eye = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
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// Also since we're talking about a directional light, the position field is actually direction.
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vec3 halfVector = normalize(LIGHT_TOP_DIR + eye);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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@ -1960,7 +1948,7 @@ void main()
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intensity.y = 0.0;
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if (NdotL > 0.0)
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
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intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular)
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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