ld33_umonster

diff sdr/shadow-notex.p.glsl @ 2:35349df5392d

wtf?
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 22 Aug 2015 23:55:21 +0300
parents 4a6683050e29
children 93ff21458a16
line diff
     1.1 --- a/sdr/shadow-notex.p.glsl	Sat Aug 22 23:17:57 2015 +0300
     1.2 +++ b/sdr/shadow-notex.p.glsl	Sat Aug 22 23:55:21 2015 +0300
     1.3 @@ -1,5 +1,5 @@
     1.4  /* vi: set ft=glsl */
     1.5 -uniform sampler2DShadow shadowmap;
     1.6 +//uniform sampler2DShadow shadowmap;
     1.7  
     1.8  varying vec3 vdir, ldir, normal;
     1.9  varying vec4 shadow_tc;
    1.10 @@ -10,10 +10,10 @@
    1.11  
    1.12  void main()
    1.13  {
    1.14 -	float shadow = shadow2DProj(shadowmap, shadow_tc).x;
    1.15 +	float shadow = 1.0;//shadow2DProj(shadowmap, shadow_tc).x;
    1.16  
    1.17  	vec3 n = normalize(normal);
    1.18 -	vec3 v = normalize(vdir);
    1.19 +	/*vec3 v = normalize(vdir);
    1.20  	vec3 l = normalize(ldir);
    1.21  	vec3 h = normalize(l + v);
    1.22  
    1.23 @@ -21,9 +21,12 @@
    1.24  	float ndoth = max(dot(n, h), 0.0);
    1.25  
    1.26  	vec3 diffuse = KD * gl_LightSource[0].diffuse.rgb * ndotl;
    1.27 -	vec3 specular = KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW);
    1.28 +	vec3 specular = vec3(0.0, 0.0, 0.0);//KS * gl_LightSource[0].specular.rgb * pow(ndoth, SPOW);
    1.29  
    1.30  	vec3 ambient = gl_LightModel.ambient.rgb * KD;
    1.31  	gl_FragColor.rgb = ambient + (diffuse + specular) * shadow;
    1.32  	gl_FragColor.a = gl_FrontMaterial.diffuse.a;
    1.33 +	*/
    1.34 +	gl_FragColor.rgb = n * 0.5 + 0.5;
    1.35 +	gl_FragColor.a = 1.0;
    1.36  }