Keylight working.

This commit is contained in:
Nissim Hadar 2017-10-06 12:49:43 -07:00
parent 47a6f2d7c9
commit 8fad23aefd
2 changed files with 2 additions and 3 deletions

View file

@ -158,7 +158,7 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), HazeEffect_TransformBufferSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), HazeEffect_ColorMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), HazeEffect_LinearDepthMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("lights"), HazeEffect_LightingMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), HazeEffect_LightingMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
_hazePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));

View file

@ -58,8 +58,7 @@ void main(void) {
vec3 eyeFragDir = normalize(worldFragPos.xyz);
Light light = getLight();
//vec3 lightDirection = getLightDirection(light);
vec3 lightDirection = normalize(vec3(-1.0, -1.0, -1.0));
vec3 lightDirection = getLightDirection(light);
float directionalLightComponent = max(0.0, dot(eyeFragDir, -lightDirection));
float power = min(1.0, pow(directionalLightComponent, hazeParams.directionalLightBlend));