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[demo]
/
gl_shaders
/
morphing.f.glsl
diff --git
a/gl_shaders/morphing.f.glsl
b/gl_shaders/morphing.f.glsl
index
df74c90
..
ddb0579
100644
(file)
--- a/
gl_shaders/morphing.f.glsl
+++ b/
gl_shaders/morphing.f.glsl
@@
-1,36
+1,39
@@
#version 450
uniform sampler2D tex;
#version 450
uniform sampler2D tex;
+uniform samplerCube dstex;
uniform vec4 diffuse;
uniform vec4 diffuse;
-uniform vec4 specular;
-uniform float shininess;
+// uniform vec4 specular;
+// uniform float shininess;
uniform float fog_density;
const vec3 sky_color = vec3(0.35, 0.5, 0.65);
varying vec3 pos;
uniform float fog_density;
const vec3 sky_color = vec3(0.35, 0.5, 0.65);
varying vec3 pos;
-varying vec3 normal;
-varying vec3 ldir;
+// varying vec3 normal;
+// varying vec3 ldir;
varying vec2 tex_coord;
varying vec2 tex_coord;
+varying vec3 world_normal;
out vec4 color;
void main()
{
out vec4 color;
void main()
{
- vec3 p = normalize(pos);
- vec3 n = normalize(normal);
- vec3 l = normalize(ldir);
+ vec4 itexel = textureCube(dstex, normalize(world_normal));
+ // vec3 p = normalize(pos);
+ // vec3 n = normalize(normal);
+ // vec3 l = normalize(ldir);
- vec3 r = normalize(-reflect(l, n));
- vec3 vdir = normalize(-p);
+ // vec3 r = normalize(-reflect(l, n));
+ // vec3 vdir = normalize(-p);
- float cdiff = max(dot(l, n), 0.0);
- float cspec = pow(max(dot(r, vdir), 0.0), shininess);
+ // float cdiff = max(dot(l, n), 0.0);
+ // float cspec = pow(max(dot(r, vdir), 0.0), shininess);
vec4 texel = texture2D(tex, tex_coord);
vec4 texel = texture2D(tex, tex_coord);
- vec3 object_color = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
-
+ // vec3 object_color = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
+ vec3 object_color = diffuse.xyz * texel.xyz * itexel.xyz;
float dist = -pos.z;
float fog = clamp(exp(-fog_density * dist), 0.0, 1.0);
float dist = -pos.z;
float fog = clamp(exp(-fog_density * dist), 0.0, 1.0);