WIP bases with emissive lighting on Serpulo

This commit is contained in:
Anuken
2025-05-28 19:04:33 -04:00
parent 00621dbc18
commit fcb5b42d58
13 changed files with 120 additions and 18 deletions

View File

@@ -19,13 +19,17 @@ void main(){
//TODO this calculation is probably wrong
vec3 lightReflect = normalize(reflect(a_normal, u_lightdir));
vec3 vertexEye = normalize(u_campos - (u_trans * a_position).xyz);
float albedo = a_color.a > 0.5 ? 0.0 : min(a_color.a * 2.0, 1.0);
float emissive = a_color.a < 0.5 ? 0.0 : 1.0 - (a_color.a - 0.5) * 2.0;
float specularFactor = dot(vertexEye, lightReflect);
if(specularFactor > 0.0){
specular = vec3(1.0 * pow(specularFactor, 40.0)) * (1.0-a_color.a);
specular = vec3(1.0 * pow(specularFactor, 40.0)) * albedo;
}
vec3 norc = (u_ambientColor + specular) * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
v_col = vec4(a_color.rgb, 1.0) * vec4(norc, 1.0);
v_col = vec4(a_color.rgb, 1.0) * vec4(mix(norc, vec3(1.0), emissive), 1.0);
gl_Position = u_proj * u_trans * a_position;
}