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authorraysan5 <raysan5@gmail.com>2016-05-31 18:15:53 +0200
committerraysan5 <raysan5@gmail.com>2016-05-31 18:15:53 +0200
commit302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61 (patch)
tree7094081f3536d7d16804bff90f5d2a002c11ce45 /examples
parentcac2a66debd0f2d3ef8195940f8e2744d539d19a (diff)
downloadraylib-302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61.tar.gz
raylib-302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61.zip
Removed colTint, tint color is colDiffuse
Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about...
Diffstat (limited to 'examples')
-rw-r--r--examples/resources/shaders/glsl330/grayscale.fs4
-rw-r--r--examples/resources/shaders/standard.fs7
-rw-r--r--examples/shaders_standard_lighting.c4
3 files changed, 7 insertions, 8 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..e5916031 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)
@@ -150,5 +149,5 @@ 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);
}
diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c
index 10416f7f..ccbe74ca 100644
--- a/examples/shaders_standard_lighting.c
+++ b/examples/shaders_standard_lighting.c
@@ -40,9 +40,9 @@ int main()
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
- material.colDiffuse = (Color){255, 255, 255, 255};
+ material.colDiffuse = WHITE;
material.colAmbient = (Color){0, 0, 10, 255};
- material.colSpecular = (Color){255, 255, 255, 255};
+ material.colSpecular = WHITE;
material.glossiness = 50.0f;
dwarf.material = material; // Apply material to model