From 302ec438dd8a5483e4fcf81d4bd80ac7d09e6a61 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 31 May 2016 18:15:53 +0200 Subject: 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... --- examples/resources/shaders/glsl330/grayscale.fs | 4 ++-- examples/resources/shaders/standard.fs | 7 +++---- 2 files changed, 5 insertions(+), 6 deletions(-) (limited to 'examples/resources') 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); } -- cgit v1.2.3 From d17a0cee1aa53978387e68be58d901bffd1ac0a9 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 31 May 2016 19:12:37 +0200 Subject: Review text formatting (spacing, tabs...) --- examples/resources/shaders/standard.fs | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'examples/resources') diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs index e5916031..e5a6d1bc 100644 --- a/examples/resources/shaders/standard.fs +++ b/examples/resources/shaders/standard.fs @@ -88,8 +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 @@ -103,7 +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() @@ -122,7 +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); @@ -130,7 +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++) { -- cgit v1.2.3