This commit is contained in:
Jack Ha 2016-12-21 09:21:05 +01:00
parent 3d9bccb7c7
commit 9e6c070ac6

View file

@ -85,15 +85,15 @@ geometry =
f_vertex = v_vertex[0]; f_vertex = v_vertex[0];
f_color = v_color[0]; f_color = v_color[0];
f_normal = g_vertex_normal; f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0); gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
EmitVertex(); EmitVertex();
f_normal = g_vertex_normal; f_normal = g_vertex_normal + vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0); gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
EmitVertex(); EmitVertex();
f_normal = vec3(0.0); f_normal = vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0); gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
EmitVertex(); EmitVertex();
@ -101,15 +101,15 @@ geometry =
//f_color = v_color[1]; //f_color = v_color[1];
f_normal = vec3(0.0); f_normal = vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0); gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
EmitVertex(); EmitVertex();
f_normal = -g_vertex_normal; f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0); gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
EmitVertex(); EmitVertex();
f_normal = -g_vertex_normal; f_normal = -g_vertex_normal + vec3(0.0, 0.0, 0.5);
gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0); gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
EmitVertex(); EmitVertex();
@ -162,14 +162,14 @@ fragment =
vec3 cameraPos; vec3 cameraPos;
vec3 cameraNormal; vec3 cameraNormal;
Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.0), cameraPos, cameraNormal); //Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal);
mediump vec4 finalColor = vec4(0.0); mediump vec4 finalColor = vec4(0.0);
finalColor += u_ambientColor; finalColor += u_ambientColor;
//highp vec3 normal = normalize(f_normal); highp vec3 normal = normalize(f_normal);
highp vec3 normal = normalize(cameraNormal); //highp vec3 normal = normalize(cameraNormal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex); highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
// Diffuse Component // Diffuse Component