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authorRay <[email protected]>2021-03-17 15:14:35 +0100
committerRay <[email protected]>2021-03-17 15:14:35 +0100
commit459a55ab3342a9e6cfbd7e27499332e7d6aa58e8 (patch)
tree0cc826d2c776d0c212fa5605f94a03a572379be5 /examples/web/shaders/resources
parent647aac406f588b913a1d7dbaf6251aa0532eb25f (diff)
downloadraylib.com-459a55ab3342a9e6cfbd7e27499332e7d6aa58e8.tar.gz
raylib.com-459a55ab3342a9e6cfbd7e27499332e7d6aa58e8.zip
Updated
Diffstat (limited to 'examples/web/shaders/resources')
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/lighting.fs14
1 files changed, 6 insertions, 8 deletions
diff --git a/examples/web/shaders/resources/shaders/glsl100/lighting.fs b/examples/web/shaders/resources/shaders/glsl100/lighting.fs
index 1d60a83..1a4faa7 100644
--- a/examples/web/shaders/resources/shaders/glsl100/lighting.fs
+++ b/examples/web/shaders/resources/shaders/glsl100/lighting.fs
@@ -2,7 +2,7 @@
precision mediump float;
-// Input vertex attributes (from vertex shader)
+// Input vertex attributes
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
@@ -12,11 +12,9 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
-// NOTE: Add here your custom variables
-
-#define MAX_LIGHTS 4
-#define LIGHT_DIRECTIONAL 0
-#define LIGHT_POINT 1
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
struct MaterialProperty {
vec3 color;
@@ -51,7 +49,7 @@ void main()
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
-
+
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
@@ -59,7 +57,7 @@ void main()
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
- if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0);
specular += specCo;
}
}