added shading, reduced debug-output
This commit is contained in:
@ -5,6 +5,17 @@ in vec3 vNormal;
|
||||
|
||||
out vec4 fgColor;
|
||||
|
||||
uniform mat4 ViewMatrix;
|
||||
|
||||
void main () {
|
||||
fgColor = vec4(1.0,0.0,1.0,0.5);
|
||||
//heliospheric lighting
|
||||
vec4 light = vec4(1.0,1.0,1.0,1.0);
|
||||
vec4 dark = vec4(0.0,0.0,0.0,1.0);
|
||||
//direction to sun from origin
|
||||
vec3 lightDir = normalize(ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
|
||||
|
||||
float costheta = dot(vNormal, lightDir);
|
||||
float a = costheta * 0.5 + 0.5;
|
||||
|
||||
fgColor = vec4(0.5,0.5,0.5,1)*mix(dark,light,a);
|
||||
}
|
||||
|
@ -6,7 +6,7 @@ layout(location=2) in vec2 TexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 ViewMatrix;
|
||||
uniform mat3 NormalMatrix;
|
||||
uniform vec3 PositionOffset = vec3(5,5,5);
|
||||
uniform vec3 PositionOffset = vec3(5,2,5);
|
||||
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
|
||||
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
|
||||
|
||||
@ -15,6 +15,7 @@ out vec3 vNormal;
|
||||
|
||||
void main () {
|
||||
vPosition = Position;
|
||||
gl_Position = vec4(Position,1);//ProjectionMatrix * ViewMatrix * vec4(PositionOffset + Position, 1);
|
||||
//gl_Position = vec4(Position,1);
|
||||
gl_Position = ProjectionMatrix * ViewMatrix * vec4(PositionOffset + Position, 1);
|
||||
vNormal = Normal;
|
||||
}
|
||||
|
Reference in New Issue
Block a user