working on the lighting

This commit is contained in:
Sam Gateau 2015-01-29 17:11:50 -08:00
parent 3e9e13ce01
commit 471da3935d
2 changed files with 19 additions and 24 deletions

View file

@ -92,5 +92,4 @@ vec3 evalLightmappedColor(float shadowAttenuation, vec3 normal, vec3 diffuse, ve
return diffuse * (ambientLight + diffuseLight);
}
<@endif@>

View file

@ -23,6 +23,8 @@ uniform float radius;
uniform mat4 invViewMat;
void main(void) {
// get the depth and exit early if it doesn't pass the test
vec2 texCoord = gl_TexCoord[0].st / gl_TexCoord[0].q;
@ -37,7 +39,6 @@ void main(void) {
vec4 wPos;
wPos = invViewMat * frag.position;
Light light = getLight();
gl_FragColor = vec4(frag.normal, 0.0);
vec3 lightVector = getLightPosition(light) - wPos.xyz;
if (dot(lightVector, lightVector) > getLightSquareRadius(light)) {
@ -45,29 +46,24 @@ void main(void) {
}
float lightDistance = length(lightVector);
lightVector = lightVector / lightDistance;
vec3 lightDir = lightVector / lightDistance;
float lightAttenuation = evalLightAttenuation(light, lightDistance);
gl_FragColor.xyz *= lightAttenuation;
/*
float diffuse = dot(frag.normal, lightVector);
float diffuse = dot(normalizedNormal, lightVector);
float facingLight = step(0.0, diffuse);
vec4 baseColor = texture2D(diffuseMap, texCoord) * (gl_FrontLightProduct[1].ambient +
gl_FrontLightProduct[1].diffuse * (diffuse * facingLight));
// compute attenuation based on distance, etc.
float attenuation = step(lightDistance, radius) / dot(vec3(gl_LightSource[1].constantAttenuation,
gl_LightSource[1].linearAttenuation, gl_LightSource[1].quadraticAttenuation),
vec3(1.0, lightDistance, lightDistance * lightDistance));
// add base to specular, modulate by attenuation
float specular = facingLight * max(0.0, dot(normalize(lightVector - normalize(vec4(position.xyz, 0.0))),
normalizedNormal));
vec4 specularColor = texture2D(specularMap, texCoord);
gl_FragColor = vec4((baseColor.rgb + pow(specular, specularColor.a * 128.0) * specularColor.rgb) * attenuation, 0.0);
*/
// gl_FragColor = vec4(frag.normal, 0.0);
vec4 wNor = invViewMat * vec4(frag.normal, 0.0);
vec4 wEyeVector = invViewMat * vec4(-frag.position.xyz, 0.0);
vec3 eyeDir = normalize(wEyeVector.xyz);
vec3 wHalfDir = normalize(eyeDir + lightDir);
// Diffuse Lighting
float diffuseDot = dot(wNor.xyz, lightDir);
float facingLight = step(0.0, diffuseDot);
vec3 diffuseColor = frag.diffuse * diffuseDot * facingLight;
// compute the specular multiplier (sans exponent)
float specularPower = facingLight * max(0.0,
dot(eyeDir, wHalfDir));
vec3 specularColor = pow(specularPower, frag.gloss * 128.0) * frag.specular;
// add specular contribution
gl_FragColor = vec4((diffuseColor + specularColor) * lightAttenuation * getLightColor(light) * getLightIntensity(light), 0.0);
}