This commit is contained in:
Daniel Ledda
2025-02-09 21:57:23 +01:00
parent 0d1367fb02
commit 394aa07bb1
2 changed files with 29 additions and 36 deletions

View File

@@ -13,13 +13,13 @@ void main() {
vec3 normal_norm = normalize(normal);
vec3 light_direction_norm = normalize(light_pos - frag_position);
float ambient_strength = 0.2;
float ambient_strength = 0.15;
vec3 ambient = ambient_strength * light_color;
float diffuse_strength = max(dot(normal_norm, light_direction_norm), 0.0);
vec3 diffuse = diffuse_strength * light_color;
float specular_strength = 0.5;
float specular_strength = 0.9;
vec3 view_direction_norm = normalize(camera - frag_position);
vec3 reflect_dir = reflect(-light_direction_norm, normal_norm);
float spec = pow(max(dot(view_direction_norm, reflect_dir), 0.0), 32);
@@ -28,25 +28,3 @@ void main() {
vec3 phong = specular + (ambient + diffuse) * solid_color;
frag_color = vec4(phong, 1.0);
}
void main_old() {
vec3 light_color = vec3(1, 1, 1);
vec3 light_direction_norm = normalize(light_pos - frag_position);
vec3 normal_norm = normalize(normal);
vec3 eyes = vec3(1, 1, 0);
float ambient_strength = 0.1;
vec3 ambient = ambient_strength * light_color;
float diff = max(dot(normal_norm, light_direction_norm), 0.0);
vec3 diffuse = diff * light_color;
float specular_strength = 0.5;
vec3 view_direction_norm = normalize(eyes - frag_position);
vec3 reflect_dir = reflect(-light_direction_norm, normal_norm);
float spec = pow(max(dot(view_direction_norm, reflect_dir), 0.0), 32);
vec3 specular = specular_strength * spec * light_color;
vec3 result = specular + (ambient + diffuse) * solid_color;
frag_color = vec4(result, 1.0);
}