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authorRay <[email protected]>2016-10-11 00:39:07 +0200
committerRay <[email protected]>2016-10-11 00:39:07 +0200
commit97e3277d58060df96cd002b1377a51ca4adcbb9e (patch)
treef41675cee02117049edb9c0628865be1b343e1cc /examples/resources
parent648676f46b01327f0fbd6f017292a3159ea9ab2f (diff)
downloadraylib-97e3277d58060df96cd002b1377a51ca4adcbb9e.tar.gz
raylib-97e3277d58060df96cd002b1377a51ca4adcbb9e.zip
Updated standard shader
Corrects weird artifacts on web
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/shaders/glsl100/standard.fs17
-rw-r--r--examples/resources/shaders/glsl330/standard.fs8
2 files changed, 8 insertions, 17 deletions
diff --git a/examples/resources/shaders/glsl100/standard.fs b/examples/resources/shaders/glsl100/standard.fs
index 6ce2a186..fe604e2a 100644
--- a/examples/resources/shaders/glsl100/standard.fs
+++ b/examples/resources/shaders/glsl100/standard.fs
@@ -38,7 +38,6 @@ uniform Light lights[maxLights];
vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
{
-/*
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
vec3 surfaceToLight = l.position - surfacePos;
@@ -51,17 +50,14 @@ vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
- spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
}
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
-*/
- return vec3(0.5);
}
vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
{
-/*
vec3 lightDir = normalize(-l.direction);
// Diffuse shading
@@ -72,18 +68,15 @@ vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
}
// Combine results
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
-*/
- return vec3(0.5);
}
vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
{
-/*
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 lightToSurface = normalize(surfacePos - l.position);
vec3 lightDir = normalize(-l.direction);
@@ -108,12 +101,10 @@ vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
}
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
-*/
- return vec3(0.5);
}
void main()
@@ -140,7 +131,7 @@ void main()
// Calculate specular texture color fetching or set to maximum specular value by default
float spec = 1.0;
- if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
+ if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
for (int i = 0; i < maxLights; i++)
{
diff --git a/examples/resources/shaders/glsl330/standard.fs b/examples/resources/shaders/glsl330/standard.fs
index 14497839..0d461484 100644
--- a/examples/resources/shaders/glsl330/standard.fs
+++ b/examples/resources/shaders/glsl330/standard.fs
@@ -50,7 +50,7 @@ vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
- spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
}
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
@@ -68,7 +68,7 @@ vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
}
// Combine results
@@ -101,7 +101,7 @@ vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
}
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
@@ -131,7 +131,7 @@ void main()
// Calculate specular texture color fetching or set to maximum specular value by default
float spec = 1.0;
- if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
+ if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;
for (int i = 0; i < maxLights; i++)
{