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authorknolax <1339802534.kk@gmail.com>2017-03-10 11:31:48 -0500
committerknolax <1339802534.kk@gmail.com>2017-03-10 11:31:48 -0500
commita8b8bf1d5e08f56d0f71536889b691335435adfe (patch)
tree1f91b891c8283b02c233df658ae96717f7ab6cd1 /example/fragmentshader.glsl
parent21f3329340ccd9a8c42335f84b34d3f7e4a2e99a (diff)
added magic code for second shader, prepared to be for shadow rendering, added roadmap
Diffstat (limited to 'example/fragmentshader.glsl')
-rw-r--r--example/fragmentshader.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/example/fragmentshader.glsl b/example/fragmentshader.glsl
index fc7b4c8..064dad6 100644
--- a/example/fragmentshader.glsl
+++ b/example/fragmentshader.glsl
@@ -36,9 +36,9 @@ void main()
dist = 1.0;
}
dist = 1 - pow(dist, 4.0);
- float lightr = (elevpix.b) * 1.0 * lightattrib.r * reflect + elevpix.a * 1.0 * dist * diffuse;
- float lightg = (elevpix.b) * 1.0 * lightattrib.g * reflect + elevpix.a * 1.0 * dist * diffuse;
- float lightb = (elevpix.b) * 1.0 * lightattrib.b * reflect + elevpix.a * 1.0 * dist * diffuse;
+ float lightr = (elevpix.b) * 0.5 * lightattrib.r * reflect + elevpix.a * 0.5 * dist * diffuse;
+ float lightg = (elevpix.b) * 0.5 * lightattrib.g * reflect + elevpix.a * 0.5 * dist * diffuse;
+ float lightb = (elevpix.b) * 0.5 * lightattrib.b * reflect + elevpix.a * 0.5 * dist * diffuse;
vec4 texpix = texture(tex, fragtexcoord);
//this should be the vertex in camera space without the w value
//outpix = gl_FragCoord;