Give black materials at least some albedo

Otherwise you can't see the diffuse reflections and the entire thing just becomes a black silhouette.
This commit is contained in:
Ghostkeeper 2018-09-25 11:24:37 +02:00
parent e31f35ec95
commit a8493ee35d
No known key found for this signature in database
GPG key ID: 5252B696FB5E7C7A

View file

@ -256,6 +256,7 @@ fragment41core =
out vec4 frag_color; out vec4 frag_color;
uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_minimumAlbedo;
uniform highp vec3 u_lightPosition; uniform highp vec3 u_lightPosition;
void main() void main()
@ -263,7 +264,7 @@ fragment41core =
mediump vec4 finalColor = vec4(0.0); mediump vec4 finalColor = vec4(0.0);
float alpha = f_color.a; float alpha = f_color.a;
finalColor.rgb += f_color.rgb * 0.3; finalColor.rgb += f_color.rgb * 0.2 + u_minimumAlbedo.rgb;
highp vec3 normal = normalize(f_normal); highp vec3 normal = normalize(f_normal);
highp vec3 light_dir = normalize(u_lightPosition - f_vertex); highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
@ -285,6 +286,7 @@ u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
u_specularColor = [0.4, 0.4, 0.4, 1.0] u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.0] u_ambientColor = [0.3, 0.3, 0.3, 0.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0] u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
u_minimumAlbedo = [0.1, 0.1, 0.1, 1.0]
u_shininess = 20.0 u_shininess = 20.0
u_show_travel_moves = 0 u_show_travel_moves = 0