Update shaders_basic_pbr.c

This commit is contained in:
Ray 2023-12-23 18:16:06 +01:00
parent e039a221a3
commit 36df9c5bd6

View File

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