Adding the GLobalKeyLighting to transparents, the ambient lighting

This commit is contained in:
samcake 2016-02-15 17:27:28 -08:00
parent 0639b2ace0
commit b9d14b74ee

View file

@ -5,7 +5,7 @@
// model_translucent.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/19/14.
// Created by Sam Gateau on 2/15/2016.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
@ -14,31 +14,13 @@
<@include model/Material.slh@>
<@include DeferredLighting.slh@>
<@include model/Light.slh@>
<@include DeferredGlobalLight.slh@>
<$declareEvalAmbientSphereGlobalColor()$>
<@include gpu/Transform.slh@>
<$declareStandardCameraTransform()$>
vec4 evalGlobalColor(float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss, float opacity) {
// Need the light now
Light light = getLight();
TransformCamera cam = getTransformCamera();
vec3 fragNormal;
<$transformEyeToWorldDir(cam, normal, fragNormal)$>
vec3 fragEyeVectorView = normalize(-position);
vec3 fragEyeDir;
<$transformEyeToWorldDir(cam, fragEyeVectorView, fragEyeDir)$>
vec3 color = opacity * diffuse.rgb * getLightColor(light) * getLightAmbientIntensity(light);
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
color += vec3(diffuse * shading.w * opacity + shading.rgb) * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
return vec4(color, opacity);
}
uniform sampler2D diffuseMap;
@ -61,11 +43,16 @@ void main(void) {
float fragGloss = getMaterialShininess(mat) / 128;
float fragOpacity = getMaterialOpacity(mat) * diffuse.a * _alpha;
_fragColor = evalGlobalColor(1.0,
TransformCamera cam = getTransformCamera();
_fragColor = vec4(evalAmbientSphereGlobalColor(
cam._viewInverse,
1.0,
1.0,
fragPosition,
fragNormal,
fragDiffuse,
fragSpecular,
fragGloss,
fragGloss),
fragOpacity);
}