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