change shader lighting

This commit is contained in:
Tyler Murphy 2022-09-27 12:32:09 -04:00
parent 63d8a67845
commit 6f9d3befb4
2 changed files with 4 additions and 14 deletions

View file

@ -1,23 +1,13 @@
#version 450 #version 450
layout (location = 0) in vec3 fragColor; layout (location = 0) in float fragLight;
layout (location = 1) in vec2 fragUv; layout (location = 1) in vec2 fragUv;
layout (location = 2) in flat int fragTex; layout (location = 2) in flat int fragTex;
layout (location = 0) out vec4 outColor; layout (location = 0) out vec4 outColor;
layout (binding = 0) uniform GlobalUbo {
mat4 projectionViewMatrix;
vec3 directionToLight;
} ubo;
layout (binding = 1) uniform sampler2D texSampler[3]; layout (binding = 1) uniform sampler2D texSampler[3];
layout(push_constant) uniform Push {
mat4 transform;
mat4 normalMatrix;
} push;
void main() { void main() {
outColor = mix(texture(texSampler[fragTex], fragUv), vec4(fragColor, 1.0), .1); outColor = texture(texSampler[fragTex], fragUv) + fragLight;
} }

View file

@ -5,7 +5,7 @@ layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 uv; layout (location = 2) in vec2 uv;
layout (location = 3) in int tex; layout (location = 3) in int tex;
layout (location = 0) out vec3 fragColor; layout (location = 0) out float fragLight;
layout (location = 1) out vec2 fragUv; layout (location = 1) out vec2 fragUv;
layout (location = 2) out int fragTex; layout (location = 2) out int fragTex;
@ -28,7 +28,7 @@ void main() {
float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0); float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0);
fragColor = lightIntensity * vec3(1); fragLight = lightIntensity / 5;
fragUv = uv; fragUv = uv;
fragTex = tex; fragTex = tex;
} }