Moving to a simpler lighting shader

This commit is contained in:
samcake 2016-09-01 12:10:15 -07:00
parent 354cbbc927
commit a537f40158
3 changed files with 9 additions and 9 deletions

View file

@ -218,10 +218,10 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
if (lightVolume) {
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setCullMode(gpu::State::CULL_FRONT);
state->setDepthTest(true, false, gpu::GREATER_EQUAL);
state->setDepthClampEnable(true);
//state->setDepthClampEnable(true);
// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
// additive blending
state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);

View file

@ -46,10 +46,10 @@ void main(void) {
}
// Kill if in front of the light volume
float depth = frag.depthVal;
/* float depth = frag.depthVal;
if (depth < gl_FragCoord.z) {
discard;
}
}*/
// Need the light now
Light light = getLight();

View file

@ -31,8 +31,8 @@ in vec4 _texCoord0;
out vec4 _fragColor;
void main(void) {
_fragColor = vec4(1.0, 0.0, 0.0, 1.0);//
return;
/* _fragColor = vec4(1.0, 0.0, 0.0, 1.0);//
return;*/
DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
// Grab the fragment data from the uv
@ -47,9 +47,9 @@ void main(void) {
// Kill if in front of the light volume
float depth = frag.depthVal;
if (depth < gl_FragCoord.z) {
/* if (depth < gl_FragCoord.z) {
discard;
}
}*/
// Need the light now
Light light = getLight();