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authorvictorfisac <victorfisac@gmail.com>2016-06-07 23:41:34 +0200
committervictorfisac <victorfisac@gmail.com>2016-06-07 23:41:34 +0200
commitf97f39987c1b35205eb6824d017a1c288ce64a2d (patch)
tree843d8839997deb76b541579b0aa6591a6753108d /examples/resources
parent11cf455fe0d2c956043aa70f7d8256c4a339b430 (diff)
parent5631f822bd9195d494915d3b2bb80caf47a65068 (diff)
downloadraylib-f97f39987c1b35205eb6824d017a1c288ce64a2d.tar.gz
raylib-f97f39987c1b35205eb6824d017a1c288ce64a2d.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/shaders/glsl330/grayscale.fs4
-rw-r--r--examples/resources/shaders/standard.fs15
2 files changed, 10 insertions, 9 deletions
diff --git a/examples/resources/shaders/glsl330/grayscale.fs b/examples/resources/shaders/glsl330/grayscale.fs
index d4a8824f..5b3e11be 100644
--- a/examples/resources/shaders/glsl330/grayscale.fs
+++ b/examples/resources/shaders/glsl330/grayscale.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
@@ -16,7 +16,7 @@ out vec4 finalColor;
void main()
{
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
+ vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs
index bb9e6865..e5a6d1bc 100644
--- a/examples/resources/shaders/standard.fs
+++ b/examples/resources/shaders/standard.fs
@@ -11,7 +11,6 @@ uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
-uniform vec4 colTint;
uniform vec4 colAmbient;
uniform vec4 colDiffuse;
uniform vec4 colSpecular;
@@ -55,7 +54,7 @@ vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
spec = pow(dot(n, h), 3 + glossiness)*s;
}
- return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
+ return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
@@ -74,7 +73,7 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
}
// Combine results
- return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
+ return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
@@ -89,8 +88,10 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
// Spot attenuation
float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
attenuation = dot(lightToSurface, -lightDir);
+
float lightToSurfaceAngle = degrees(acos(attenuation));
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
+
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
// Combine diffuse and attenuation
@@ -104,7 +105,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
spec = pow(dot(n, h), 3 + glossiness)*s;
}
- return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
+ return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
}
void main()
@@ -123,7 +124,7 @@ void main()
vec3 lighting = colAmbient.rgb;
// Calculate normal texture color fetching or set to maximum normal value by default
- if(useNormal == 1)
+ if (useNormal == 1)
{
n *= texture(texture1, fragTexCoord).rgb;
n = normalize(n);
@@ -131,7 +132,7 @@ void main()
// Calculate specular texture color fetching or set to maximum specular value by default
float spec = 1.0;
- if(useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
+ if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
for (int i = 0; i < lightsCount; i++)
{
@@ -150,5 +151,5 @@ void main()
}
// Calculate final fragment color
- finalColor = vec4(texelColor.rgb*lighting*colTint.rgb, texelColor.a*colTint.a);
+ finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
}