修正光照计算bug

This commit is contained in:
hyzboy 2020-06-16 20:11:35 +08:00
parent 69343b3bc6
commit c761eea77a

View File

@ -28,7 +28,7 @@ layout(push_constant) uniform Consts {
layout(binding=1) uniform ColorMaterial
{
vec4 color;
vec4 amibent;
vec4 ambient;
} color_material;
layout(binding=2) uniform Sun
@ -38,14 +38,16 @@ layout(binding=2) uniform Sun
layout(location=0) out vec4 FragmentColor;
float GetSunlightIntensity()
vec4 ComputeSunlightFinalColor(vec4 color,vec4 ambient)
{
return max(dot(normalize(Normal*mat3(world.mvp)),sun.direction),0.0);
float intensity=max(dot(normalize(Normal*mat3(world.mvp)),sun.direction),0.0);
return max(color*intensity,ambient);
}
void main()
{
FragmentColor=color_material.color*GetSunlightIntensity()+color_material.amibent;
FragmentColor=ComputeSunlightFinalColor(color_material.color,color_material.ambient);
gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
}