Rewrote collision shader to use generated normals with fake lighting instead of generated UV coords

This commit is contained in:
parax0
2016-12-24 03:05:51 -07:00
parent b362a23e4b
commit c0fb54888d
5 changed files with 38 additions and 29 deletions

View File

@@ -1,17 +1,16 @@
#version 330 core
// Input
in vec2 TexCoord;
in vec4 LightColor;
// Output
out vec4 PixelColor;
// Uniforms
uniform sampler2D Texture;
uniform vec4 TintColor;
// Main
void main()
{
PixelColor = vec4(texture(Texture, TexCoord).rgb, 0) * TintColor;
PixelColor = LightColor * TintColor;
}

View File

@@ -1,11 +1,11 @@
// This shader will be obsoleted soon when the collision rendering is improved
#version 330 core
// Input
layout(location = 0) in vec3 Position;
layout(location = 0) in vec3 RawPosition;
layout(location = 1) in vec3 RawNormal;
// Output
out vec2 TexCoord;
out vec4 LightColor;
// Uniforms
layout(std140) uniform MVPBlock
@@ -18,11 +18,12 @@ layout(std140) uniform MVPBlock
// Main
void main()
{
mat4 MVP = ModelMtx * ViewMtx * ProjMtx;
gl_Position = vec4(Position, 1) * MVP;
mat4 MVP = ModelMtx * ViewMtx * ProjMtx;
gl_Position = vec4(RawPosition, 1) * MVP;
// UV Generation
float avg = (Position.x + Position.z) / 2;
TexCoord.x = avg;
TexCoord.y = Position.y + (avg / 2);
// Fake lighting; render one white skylight pointing straight down with an ambient 0.5
float LightDot = dot(RawNormal, vec3(0, 0, -1));
float Alpha = (-LightDot + 1.0) / 2;
float LightAlpha = mix(0.5, 0.9, Alpha);
LightColor = vec4(LightAlpha, LightAlpha, LightAlpha, 1.0);
}