Fix the example lighting shaders to use both frag and diffuse colors so they work with shapes and meshes. (#4482)
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@ -40,6 +40,8 @@ void main()
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec4 tint = colDiffuse * fragColor;
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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@ -67,7 +69,7 @@ void main()
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}
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}
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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// Gamma correction
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@ -38,6 +38,8 @@ void main()
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec4 tint = colDiffuse * fragColor;
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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@ -65,7 +67,7 @@ void main()
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}
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}
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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// Gamma correction
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@ -3,7 +3,7 @@
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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//in vec4 fragColor;
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in vec4 fragColor;
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in vec3 fragNormal;
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// Input uniform values
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@ -41,6 +41,8 @@ void main()
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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vec4 tint = colDiffuse * fragColor;
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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@ -68,8 +70,8 @@ void main()
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}
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}
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finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0)*colDiffuse;
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finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0)*tint;
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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