Improve normal maps on ground and walls

This commit is contained in:
2023-03-19 23:52:19 +00:00
parent e90989ee2d
commit 33f31aa385
24 changed files with 112 additions and 178 deletions
+6 -6
View File
@@ -9,19 +9,19 @@ float rad = lumRad.a;
void main() {
vec3 pos = texture(screenTexture, vTexPos).xyz;
vec3 distVec = pos - lightPos;
float dist = dot(distVec, distVec);
if (dist > rad) {
discard;
}
vec4 normbit = texture(normals, vTexPos);
vec3 norm = normbit.xyz - pos;
vec3 norm = normbit.xyz;
float y1 = dot(normalize(norm), normalize(distVec));
float y2 = float(y1 > 0 ? 1 : 0);
//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
float y3 = clamp(2*y1 + 1,0,1) ;
//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
float y = float(normbit.w == 0 ? y3 : y2);
float y = float(normbit.w == 0 ? y2 : y2);
//float y = y2;
float dist = dot(distVec, distVec);
if (dist > rad) {
discard;
}
float x = 1 - dist / rad;
vec3 c = y* (x * x * x) * lumRad.rgb;
fColor = vec4(c, 0);