Shaders tweaking

This commit is contained in:
Enrico Turri 2018-03-13 14:21:41 +01:00
parent 79dc862498
commit d91e35f820

View File

@ -1725,19 +1725,19 @@ sub _vertex_shader_Gouraud {
return <<'VERTEX';
#version 110
#define INTENSITY_CORRECTION 0.7
#define INTENSITY_CORRECTION 0.6
// 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 (0.5 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 50.
#define LIGHT_TOP_SPECULAR (0.25 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 200.0
// 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);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 50.
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
@ -1761,15 +1761,14 @@ varying vec3 delta_box_max;
void main()
{
// position in camera space
vec3 eye = (gl_ModelViewMatrix * gl_Vertex).xyz;
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);
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.
@ -1904,17 +1903,19 @@ sub _vertex_shader_variable_layer_height {
return <<'VERTEX';
#version 110
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE 0.2
#define LIGHT_TOP_SPECULAR 0.3
#define LIGHT_TOP_SHININESS 50.
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.25 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 200.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE 0.5
#define LIGHT_FRONT_SPECULAR 0.3
#define LIGHT_FRONT_SHININESS 50.
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.1
#define INTENSITY_AMBIENT 0.3
uniform float z_to_texture_row;
@ -1925,15 +1926,14 @@ varying float object_z;
void main()
{
// position in camera space
vec3 eye = (gl_ModelViewMatrix * gl_Vertex).xyz;
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);
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.