Update shaders_basic_pbr.c
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@ -19,10 +19,6 @@
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#include "raylib.h"
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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@ -181,10 +177,10 @@ int main()
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// Create some lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1, 1, -2 }, (Vector3){0,0,0}, YELLOW,4, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 1 }, (Vector3){0,0,0}, GREEN,3.3, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 1 }, (Vector3){0,0,0}, RED,8.3, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1, 1, -2 }, (Vector3){0,0,0}, BLUE,2, shader);
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, YELLOW, 4.0f, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, GREEN, 3.3f, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2.0f, 1.0f, 1.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, RED, 8.3f, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 1.0f, 1.0f, -2.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, BLUE, 2.0f, shader);
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// Setup material texture maps usage in shader
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// NOTE: By default, the texture maps are always used
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@ -297,18 +293,20 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
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light.type = type;
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light.position = position;
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light.target = target;
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light.color[0] = (float)color.r / (float)255;
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light.color[1] = (float)color.g / (float)255;
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light.color[2] = (float)color.b / (float)255;
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light.color[3] = (float)color.a / (float)255;
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light.color[0] = (float)color.r/255.0f;
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light.color[1] = (float)color.g/255.0f;
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light.color[2] = (float)color.b/255.0f;
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light.color[3] = (float)color.a/255.0f;
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light.intensity = intensity;
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// NOTE: Lighting shader naming must be the provided ones
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// NOTE: Shader parameters names for lights must match the requested ones
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light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
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light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
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light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightCount));
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light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
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light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
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light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
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UpdateLight(shader, light);
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lightCount++;
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