Adjust backpack framing and remove lighting
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File diff suppressed because one or more lines are too long
@@ -200,7 +200,7 @@ SceneConstants CreateSceneConstants(const Mesh& mesh) {
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const Matrix4x4 scale =
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Matrix4x4::Scale(Vector3(uniformScale, uniformScale, uniformScale));
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const Matrix4x4 world =
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Matrix4x4::Translation(Vector3(0.0f, -0.25f, 3.0f)) *
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Matrix4x4::Translation(Vector3(0.0f, 0.08f, 3.0f)) *
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rotation *
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scale *
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centerTranslation;
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@@ -304,19 +304,8 @@ PSInput MainVS(VSInput input) {
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}
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float4 MainPS(PSInput input, bool isFrontFace : SV_IsFrontFace) : SV_TARGET {
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float3 normal = normalize(isFrontFace ? input.worldNormal : -input.worldNormal);
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float3 lightDir = normalize(gLightDirection.xyz);
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float3 viewDir = normalize(gCameraPosition.xyz - input.worldPosition);
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float3 halfDir = normalize(lightDir + viewDir);
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float3 baseColor = gBaseColorTexture.Sample(gBaseColorSampler, input.texcoord).rgb;
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float specularMask = gSpecularTexture.Sample(gSpecularSampler, input.texcoord).r;
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float diffuse = saturate(dot(normal, lightDir));
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float specular = pow(saturate(dot(normal, halfDir)), 32.0f) * specularMask;
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float3 color = baseColor * (gAmbientColor.rgb + gLightColor.rgb * diffuse);
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color += gLightColor.rgb * (specular * 0.35f);
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return float4(saturate(color), 1.0f);
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return float4(baseColor, 1.0f);
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}
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)";
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@@ -370,19 +359,8 @@ in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec3 normal = normalize(gl_FrontFacing ? vWorldNormal : -vWorldNormal);
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vec3 lightDir = normalize(gLightDirection.xyz);
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vec3 viewDir = normalize(gCameraPosition.xyz - vWorldPosition);
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vec3 halfDir = normalize(lightDir + viewDir);
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vec3 baseColor = texture(uBaseColorTexture, vTexCoord).rgb;
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float specularMask = texture(uSpecularTexture, vTexCoord).r;
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float diffuse = max(dot(normal, lightDir), 0.0);
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float specular = pow(max(dot(normal, halfDir), 0.0), 32.0) * specularMask;
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vec3 color = baseColor * (gAmbientColor.rgb + gLightColor.rgb * diffuse);
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color += gLightColor.rgb * (specular * 0.35);
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fragColor = vec4(clamp(color, 0.0, 1.0), 1.0);
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fragColor = vec4(baseColor, 1.0);
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}
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)";
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