Update shader light setting
parent
1bb14a82a6
commit
93a01fa2c3
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@ -282,7 +282,7 @@ vec4 metalRoughFunction(const in vec4 baseColor,
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void main()
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void main()
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{
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{
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// FIXME: don't hard code here
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// FIXME: don't hard code here
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exposure = 0.0;
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exposure = 1.0;
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gamma = 2.2;
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gamma = 2.2;
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// Light settings:
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// Light settings:
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@ -292,8 +292,8 @@ void main()
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// Key light
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// Key light
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lights[0].type = TYPE_POINT;
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lights[0].type = TYPE_POINT;
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lights[0].position = firstLightPos;
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lights[0].position = firstLightPos;
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lights[0].color = vec3(0.588, 0.588, 0.588);
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lights[0].color = vec3(1.0, 1.0, 1.0);
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lights[0].intensity = 5.0;
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lights[0].intensity = 3.0;
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lights[0].constantAttenuation = 0.0;
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lights[0].constantAttenuation = 0.0;
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lights[0].linearAttenuation = 0.0;
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lights[0].linearAttenuation = 0.0;
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lights[0].quadraticAttenuation = 0.0;
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lights[0].quadraticAttenuation = 0.0;
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@ -301,8 +301,8 @@ void main()
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// Fill light
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// Fill light
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lights[1].type = TYPE_POINT;
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lights[1].type = TYPE_POINT;
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lights[1].position = secondLightPos;
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lights[1].position = secondLightPos;
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lights[1].color = vec3(0.588, 0.588, 0.588);
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lights[1].color = vec3(1.0, 1.0, 1.0);
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lights[1].intensity = 3.0;
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lights[1].intensity = 1.0;
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lights[1].constantAttenuation = 0.0;
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lights[1].constantAttenuation = 0.0;
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lights[1].linearAttenuation = 0.0;
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lights[1].linearAttenuation = 0.0;
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lights[1].quadraticAttenuation = 0.0;
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lights[1].quadraticAttenuation = 0.0;
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@ -310,8 +310,8 @@ void main()
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// Rim light
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// Rim light
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lights[2].type = TYPE_POINT;
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lights[2].type = TYPE_POINT;
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lights[2].position = thirdLightPos;
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lights[2].position = thirdLightPos;
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lights[2].color = vec3(0.588, 0.588, 0.588);
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lights[2].color = vec3(1.0, 1.0, 1.0);
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lights[2].intensity = 2.5;
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lights[2].intensity = 0.5;
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lights[2].constantAttenuation = 0.0;
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lights[2].constantAttenuation = 0.0;
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lights[2].linearAttenuation = 0.0;
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lights[2].linearAttenuation = 0.0;
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lights[2].quadraticAttenuation = 0.0;
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lights[2].quadraticAttenuation = 0.0;
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