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easymesh: the light direction is now a uniform variable.

legacy
Sam Hocevar sam 12 years ago
parent
commit
782379a86a
1 changed files with 6 additions and 4 deletions
  1. +6
    -4
      src/easymesh/shiny.lolfx

+ 6
- 4
src/easymesh/shiny.lolfx View File

@@ -5,10 +5,13 @@
attribute vec3 in_Vertex;
attribute vec3 in_Normal;
attribute vec4 in_Color;

uniform mat4 in_ModelView;
uniform mat4 in_Proj;
uniform mat3 in_NormalMat;
uniform vec3 in_LightDir = vec3(0.3, 0.3, 0.7);
uniform float in_Damage;

varying vec4 pass_Color;

void main(void)
@@ -19,7 +22,6 @@ void main(void)

/* World properties */
float ambient_mul = 0.5;
vec3 light_dir = normalize(vec3(0.3, 0.3, 0.7));
vec3 ambient_color = vec3(0.25, 0.2, 0.35);
vec3 diffuse_color = vec3(1.0, 1.0, 0.6);
vec3 specular_color = vec3(1.0, 1.0, 0.6);
@@ -27,7 +29,7 @@ void main(void)
vec3 tnorm = normalize(in_NormalMat * in_Normal);
vec4 eye = in_ModelView * vec4(in_Vertex, 1.0);

vec3 s = light_dir; /* normalize(eye - lightpos); */
vec3 s = in_LightDir; /* normalize(eye - lightpos); */
vec3 v = normalize(-eye.xyz);
vec3 r = reflect(-s, tnorm);

@@ -64,6 +66,7 @@ void main(float3 in_Vertex : POSITION,
uniform float4x4 in_ModelView,
uniform float4x4 in_Proj,
uniform float3x3 in_NormalMat,
uniform vec3 in_LightDir = normalize(float3(0.3, 0.3, 0.7))
uniform float in_Damage,
out float4 out_Position : POSITION,
out float4 pass_Color : COLOR)
@@ -71,13 +74,12 @@ void main(float3 in_Vertex : POSITION,
float3 specular_reflect = float3(0.8, 0.75, 0.4);
float specular_power = 60.0;
float ambient_mul = 0.5;
float3 light_dir = normalize(float3(0.3, 0.3, 0.7));
float3 ambient_color = float3(0.25, 0.2, 0.35);
float3 diffuse_color = float3(1.0, 1.0, 0.6);
float3 specular_color = float3(1.0, 1.0, 0.6);
float3 tnorm = normalize(mul(in_NormalMat, in_Normal));
float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0));
float3 s = light_dir;
float3 s = in_LightDir;
float3 v = normalize(-eye.xyz);
float3 r = reflect(-s, tnorm);
float3 ambient = ambient_color;


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