better light

This commit is contained in:
2025-04-26 19:24:52 +02:00
parent b62dcffcb1
commit 6ca5d1294f
4 changed files with 58 additions and 17 deletions

View File

@@ -12,16 +12,26 @@ public class BoardShader extends ShaderProgram {
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 lightPosition;
uniform vec3 lightPosition = vec3(0, 10, 0);
flat out vec3 pass_color;
out vec3 toLightVector;
out vec3 toCameraVector;
out vec3 surfaceNormal;
void main(void){
const vec4 normal = vec4(0.0, 1.0, 0.0, 1.0);
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
vec3 camPos = (inverse(viewMatrix) * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
toLightVector = lightPosition - position;
toCameraVector = camPos - position;
surfaceNormal = (normal).xyz;
pass_color = color;
}
@@ -33,6 +43,8 @@ public class BoardShader extends ShaderProgram {
flat in vec3 pass_color;
in vec3 toLightVector;
in vec3 toCameraVector;
in vec3 surfaceNormal;
out vec4 out_color;
@@ -42,18 +54,22 @@ public class BoardShader extends ShaderProgram {
float lightDistance = length(toLightVector);
const vec3 attenuation = vec3(0.3, 0.03, 0);
const vec3 attenuation = vec3(0.2, 0.1, 0.0);
float attenuationFactor = attenuation.x + attenuation.y * lightDistance + attenuation.z * lightDistance * lightDistance;
vec3 unitNormal = vec3(0, 1, 0);
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);
vec3 unitCamVector = normalize(toCameraVector);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float diffuse = max(0.2, dot(unitNormal, unitLightVector));
float brightness = diffuse / attenuationFactor;
float specularFactor = max(0.0, dot(reflectedLightDirection, unitCamVector));
float specular = pow(specularFactor, shineDamper) * reflectivity;
float brightness = (diffuse + specular) / attenuationFactor;
out_color = brightness * vec4(pass_color, 1.0);
out_color.w = 1.0;