Add shading for shapes and the floor

This commit is contained in:
2023-03-15 18:24:09 +00:00
parent 21f87b96d8
commit 989140d46e
16 changed files with 158 additions and 69 deletions
+10 -3
View File
@@ -1,17 +1,24 @@
#version 450 core
uniform vec3 lightPos;
uniform vec4 lumRad;
uniform sampler2D screenTexture;
layout (binding = 0) uniform sampler2D screenTexture;
layout (binding = 1) uniform sampler2D normals;
in vec2 vTexPos;
out vec4 fColor;
float rad = lumRad.a;
void main() {
vec3 distVec = texture(screenTexture, vTexPos).xyz - lightPos;
vec3 pos = texture(screenTexture, vTexPos).xyz;
vec3 distVec = pos - lightPos;
vec4 normbit = texture(normals, vTexPos);
vec3 norm = normbit.xyz - pos;
float y1 = float(normbit.w == 0 ? 1 : dot(normalize(norm), normalize(distVec)));
float y = float(y1 > 0 ? 1 : 0);
// float y = float(normbit.w == 1 ? 1 : 0);
float dist = dot(distVec, distVec);
if (dist > rad) {
discard;
}
float x = 1 - dist / rad;
vec3 c = (x * x * x) * lumRad.rgb;
vec3 c = y* (x * x * x) * lumRad.rgb;
fColor = vec4(c, 0);
}