diff --git a/assets/shaders/compositor-fragment.glsl b/assets/shaders/compositor-fragment.glsl index 696d620..26711e8 100755 --- a/assets/shaders/compositor-fragment.glsl +++ b/assets/shaders/compositor-fragment.glsl @@ -10,11 +10,13 @@ layout (binding = 1) uniform sampler2D light; void main() { // Texturing - vec4 albedoTexel = texture2D(albedo, vTexCoords); - vec4 lightTexel = texture2D(light, vTexCoords); + vec4 diffuseTexel = texture2D(albedo, vTexCoords); + vec4 lightTexel = texture2D(light, vTexCoords); // Final color - outColor = albedoTexel * (lightTexel); - outColor = albedoTexel;// * (lightTexel); - outColor.a = albedoTexel.a; + outColor = diffuseTexel * (lightTexel); +// outColor = diffuseTexel;// * (lightTexel); + outColor.a = diffuseTexel.a; + +// outColor = lightTexel; } diff --git a/assets/shaders/point-light-fragment.glsl b/assets/shaders/point-light-fragment.glsl index e501be8..1bfbc24 100644 --- a/assets/shaders/point-light-fragment.glsl +++ b/assets/shaders/point-light-fragment.glsl @@ -55,7 +55,12 @@ void main() { // Lighting calc vec3 a = vec3(0.0); - vec3 ds = pointLightADS(texture(albedoMap, vertexTexCoords), + +// vec3 ds = pointLightADS(texture(albedoMap, vertexTexCoords), +// texture(viewSpacePositionMap, vertexTexCoords).xyz, +// texture(normalMap, vertexTexCoords).xyz); + + vec3 ds = pointLightADS(vec4(1,1,1,1), texture(viewSpacePositionMap, vertexTexCoords).xyz, texture(normalMap, vertexTexCoords).xyz);