Fixed color specular component in shaders

This commit is contained in:
Enrico Turri 2018-04-17 16:16:25 +02:00
parent 3bedcf4413
commit 61ee633cd2

View file

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