re-implemented lighting

This commit is contained in:
Fredrick Amnehagen 2020-08-29 01:41:14 +02:00
parent 588830df0a
commit 7bd9cb930f
2 changed files with 13 additions and 6 deletions

View File

@ -10,11 +10,13 @@ layout (binding = 1) uniform sampler2D light;
void main() {
// Texturing
vec4 albedoTexel = texture2D(albedo, 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;
}

View File

@ -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);