feat: shadows in fast pipeline & improve lights mix
This commit is contained in:
@@ -12,7 +12,8 @@ out vec3 a_dir;
|
||||
out vec3 a_normal;
|
||||
out vec3 a_position;
|
||||
out vec3 a_realnormal;
|
||||
out vec4 a_color;
|
||||
out vec4 a_torchLight;
|
||||
out vec3 a_skyLight;
|
||||
out vec4 a_modelpos;
|
||||
|
||||
uniform mat4 u_model;
|
||||
@@ -38,13 +39,14 @@ void main() {
|
||||
|
||||
vec3 light = v_light.rgb;
|
||||
float torchlight = calc_torch_light(a_modelpos.xyz);
|
||||
light += torchlight * u_torchlightColor;
|
||||
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
|
||||
a_torchLight = vec4(pow(light + torchlight * u_torchlightColor, vec3(u_gamma)), 1.0f);
|
||||
|
||||
a_texCoord = v_texCoord;
|
||||
|
||||
a_dir = a_modelpos.xyz - u_cameraPos;
|
||||
vec3 skyLightColor = pick_sky_color(u_skybox);
|
||||
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
|
||||
a_skyLight = skyLightColor.rgb*v_light.a;
|
||||
//a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
|
||||
|
||||
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
|
||||
a_fog = calc_fog(a_distance / 256.0);
|
||||
|
||||
Reference in New Issue
Block a user