mirror of
https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-15 15:42:35 +00:00
Patched bounding box renderer to work again- in immediate mode renderer, more work on lighting rework for modern renderer
This commit is contained in:
@@ -7,12 +7,20 @@ const int POINT = 1;
|
||||
const int SPOT = 2;
|
||||
|
||||
in vec2 outTexCoords;
|
||||
flat in Light outLight;
|
||||
flat in Light outLight[1];
|
||||
|
||||
uniform sampler2D diffuse, position, texcoord, normal, depth;
|
||||
|
||||
vec4 directionalLight(Light light) {
|
||||
return vec4(0,0,0,0);
|
||||
return vec4(0,0,0,1);
|
||||
}
|
||||
|
||||
vec4 pointLight(Light light) {
|
||||
return vec4(0.25, 0.25, 0.25, 1);
|
||||
}
|
||||
|
||||
vec4 spotLight(Light light) {
|
||||
return vec4(0.5, 0.5, 0.5, 1);
|
||||
}
|
||||
|
||||
vec4 calculateLighting(Light light) {
|
||||
@@ -22,6 +30,12 @@ vec4 calculateLighting(Light light) {
|
||||
case DIRECTIONAL: {
|
||||
result = directionalLight(light);
|
||||
}
|
||||
case POINT: {
|
||||
result = pointLight(light);
|
||||
}
|
||||
case SPOT: {
|
||||
result = spotLight(light);
|
||||
}
|
||||
default: {
|
||||
result = vec4(1,1,1,1);
|
||||
}
|
||||
@@ -31,5 +45,5 @@ vec4 calculateLighting(Light light) {
|
||||
}
|
||||
|
||||
void main() {
|
||||
FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight);
|
||||
FragColor = texture(diffuse, outTexCoords) * calculateLighting(outLight[0]);
|
||||
}
|
||||
@@ -5,10 +5,10 @@ layout (location = 0) in vec3 inPosition;
|
||||
layout (location = 1) in vec2 inTexCoords;
|
||||
|
||||
uniform sampler2D diffuse, position, texcoord, normal, depth;
|
||||
uniform Light light;
|
||||
uniform Light light[1];
|
||||
|
||||
out vec2 outTexCoords;
|
||||
flat out Light outLight;
|
||||
flat out Light outLight[1];
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
|
||||
Reference in New Issue
Block a user