Make it look better
parent
18da547bc5
commit
376b06abc3
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@ -3,13 +3,13 @@
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#define highp
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#line 0
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uniform lowp sampler2D uni_texture;
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uniform lowp vec3 uni_object_space_light;
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uniform lowp vec3 uni_min_bright;
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uniform lowp vec3 uni_min_albedo;
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varying lowp vec3 vary_color;
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varying lowp vec3 vary_normal;
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varying mediump vec2 vary_uv;
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varying lowp vec3 vary_object_space_light;
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void main (void) {
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lowp vec3 normal = normalize (vary_normal);
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@ -18,7 +18,7 @@ void main (void) {
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lowp vec3 sky_color = pow (vec3 (42.0, 52.0, 109.0) / vec3 (255.0), vec3 (2.0));
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lowp float sun_factor = dot (normal, uni_object_space_light);
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lowp float sun_factor = dot (normal, vary_object_space_light);
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lowp float sky_factor = normal.z;
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lowp vec3 sun = max (sun_factor, 0.0) * (vec3 (1.0) - sky_color);
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@ -4,6 +4,7 @@
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#line 0
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uniform highp mat4 uni_mvp;
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uniform lowp vec3 uni_albedo;
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uniform lowp vec3 uni_object_space_light;
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attribute highp vec4 attr_pos;
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attribute mediump vec2 attr_uv;
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@ -12,12 +13,14 @@ attribute lowp vec3 attr_normal;
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varying lowp vec3 vary_color;
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varying lowp vec3 vary_normal;
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varying mediump vec2 vary_uv;
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varying lowp vec3 vary_object_space_light;
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void main (void) {
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vary_uv = attr_uv;
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vary_normal = attr_normal;
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vary_color = uni_albedo * uni_albedo;
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vary_object_space_light = normalize (uni_object_space_light);
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gl_Position = uni_mvp * attr_pos;
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}
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@ -6,13 +6,13 @@
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uniform lowp float uni_dither_phase;
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void main (void) {
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lowp float dither_phase = uni_dither_phase;
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lowp float dither_phase = 0.0;
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dither_phase += 4.0 * mod (gl_FragCoord.y + 0.5, 4.0);
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dither_phase += mod (gl_FragCoord.x + 0.5, 4.0);
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dither_phase = mod (dither_phase, 16.0);
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lowp float dither = 1.0;
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if (dither_phase == 0.0) {
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if (dither_phase == 0.0 || dither_phase == 10.0) {
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dither = 0.0;
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}
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@ -290,15 +290,10 @@ fn main () {
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
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let model_mat = Mat4::identity ();
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Mat4::from_translation ((0.0, 0.0, 0.0).into ())
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;
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let shadow_model = {
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let shadow_mat = {
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let mut mat = Mat4::identity ();
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mat.set_z_axis ((0.25, 0.125, 0.0, 0.0).into ());
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mat * model_mat
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mat
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};
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let view_mat = proj_mat *
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@ -308,25 +303,29 @@ fn main () {
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Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
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;
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let mvp_mat = view_mat * model_mat;
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let shadow_mvp = view_mat * shadow_model;
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let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
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let light = Vec3::from ((2.0, 0.0, 5.0)).normalize ();
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let object_space_light = model_mat.inverse () * Vec4::from ((light.x (), light.y (), light.z (), 0.0));
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let object_space_light = Vec3::from ((object_space_light.x (), object_space_light.y (), object_space_light.z ()));
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let orange = color_from_255 ((210.0, 125.0, 44.0));
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let green = color_from_255 ((52.0, 101.0, 36.0));
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let white = color_from_255 ((222.0, 238.0, 214.0));
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let white = color_from_255 ((255.0, 255.0, 255.0));
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let off_white = color_from_255 ((222.0, 238.0, 214.0));
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let black = color_from_255 ((0.0, 0.0, 0.0));
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let off_black = color_from_255 ((20.0, 12.0, 28.0));
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glezz::clear_color (1.0f32, 1.0f32, 1.0f32, 1.0f32);
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glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
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glezz::enable (gl::CULL_FACE);
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let pumpkin_model_mat =
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Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
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Mat4::from_scale ((0.125, 0.125, 0.125).into ()) *
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Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
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;
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let world_model_mat = Mat4::identity ();
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{
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use uniforms::*;
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@ -337,7 +336,11 @@ fn main () {
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &black);
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glezz::uniform_3fv (unis [&MIN_ALBEDO], &white);
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp_mat);
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let mvp = view_mat * pumpkin_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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let object_space_light = pumpkin_model_mat.inverse () * Vec4::from ((light.x (), light.y (), light.z (), 0.0));
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let object_space_light = Vec3::from ((object_space_light.x (), object_space_light.y (), object_space_light.z ()));
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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{
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@ -348,6 +351,9 @@ fn main () {
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renderable_model.draw (&attrs, 1);
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}
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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{
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for i in 0..renderable_pitch.num_meshes () {
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glezz::uniform_3fv (unis [&ALBEDO], &pitch_colors [i]);
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@ -357,6 +363,7 @@ fn main () {
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let draw_sky = true;
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if draw_sky {
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glezz::front_face (gl::CCW);
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glezz::uniform_matrix_4fv (unis [&MVP], &sky_mvp_mat);
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glezz::uniform_3fv (unis [&ALBEDO], &white);
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &white);
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@ -376,14 +383,21 @@ fn main () {
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glezz::uniform_3fv (shadow_unis [&MIN_BRIGHT], &black);
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glezz::uniform_3fv (shadow_unis [&MIN_ALBEDO], &white);
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glezz::uniform_matrix_4fv (shadow_unis [&MVP], &shadow_mvp);
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glezz::uniform_3fv (shadow_unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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let view_mat = view_mat * shadow_mat;
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let mvp = view_mat * pumpkin_model_mat;
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glezz::uniform_matrix_4fv (shadow_unis [&MVP], &mvp);
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{
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renderable_model.draw (&shadow_attrs, 0);
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renderable_model.draw (&shadow_attrs, 1);
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}
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (shadow_unis [&MVP], &mvp);
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{
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for i in 0..renderable_pitch.num_meshes () {
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renderable_pitch.draw (&shadow_attrs, i);
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