From a537f40158346e1737ce7c37688003bdfcc16ad3 Mon Sep 17 00:00:00 2001 From: samcake Date: Thu, 1 Sep 2016 12:10:15 -0700 Subject: [PATCH] Moving to a simpler lighting shader --- libraries/render-utils/src/DeferredLightingEffect.cpp | 6 +++--- libraries/render-utils/src/point_light.slf | 4 ++-- libraries/render-utils/src/spot_light.slf | 8 ++++---- 3 files changed, 9 insertions(+), 9 deletions(-) diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index 0f09d7ee4f..df80065ff5 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -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); diff --git a/libraries/render-utils/src/point_light.slf b/libraries/render-utils/src/point_light.slf index 80b2e62b8a..b92f18255c 100644 --- a/libraries/render-utils/src/point_light.slf +++ b/libraries/render-utils/src/point_light.slf @@ -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(); diff --git a/libraries/render-utils/src/spot_light.slf b/libraries/render-utils/src/spot_light.slf index 0aa56947f7..058e0dadea 100644 --- a/libraries/render-utils/src/spot_light.slf +++ b/libraries/render-utils/src/spot_light.slf @@ -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();