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