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path: root/examples/shaders_standard_lighting.c
AgeCommit message (Collapse)Author
2016-06-08Adjust to standard example screen sizeRay
2016-05-31Removed colTint, tint color is colDiffuseraysan5
Tint color could be applied to colDiffuse... but what's the best way? Replace it? Multiply by? A point to think about...
2016-05-31Reviewed DrawLight() function and some tweaksRay
2016-05-30Standard Lighting (3/3)victorfisac
- Added normal and specular maps to standard shader. - Added full tint attribute to standard shader and material data type. - Changed point light attenuation to radius.
2016-05-30Added normal and specular maps logic to standard...victorfisac
...shader and updated example.
2016-05-23Some tweaksraysan5
It seems there are some problems with DrawLights()
2016-05-21Add standard lighting (2/3)victorfisac
- 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl.