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| author | raysan5 <raysan5@gmail.com> | 2016-05-31 18:15:53 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-05-31 18:15:53 +0200 |
| commit | 302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61 (patch) | |
| tree | 7094081f3536d7d16804bff90f5d2a002c11ce45 /examples | |
| parent | cac2a66debd0f2d3ef8195940f8e2744d539d19a (diff) | |
| download | raylib-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.fs | 4 | ||||
| -rw-r--r-- | examples/resources/shaders/standard.fs | 7 | ||||
| -rw-r--r-- | examples/shaders_standard_lighting.c | 4 |
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 |
