diff --git a/src/shaders/basicShader.frag b/src/shaders/basicShader.frag index 92fbf99..b800160 100644 --- a/src/shaders/basicShader.frag +++ b/src/shaders/basicShader.frag @@ -2,7 +2,7 @@ uniform vec3 lDirection; uniform bool isSky; uniform bool isPhong; -uniform sampler2D skybox; +uniform sampler2D tex; in vec3 fNormal; in vec3 fPosition; @@ -14,8 +14,9 @@ out vec4 fColor; void main() { + vec4 texColor = texture(tex, texCoords); if(isSky) { - fColor = texture(skybox, texCoords); + fColor = texColor; } else if(isPhong) { // Get lighting vectors vec3 LightDirection = normalize(vec3(1,3,1)); @@ -27,15 +28,16 @@ main() // Compute specular component vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection)); - float specular = 0.0;//0.1*pow(max(0.0, dot(Rl, nviewDirection)), 16); + float specular = pow(max(0.0, dot(Rl, nviewDirection)), 16); - // Fragment color (currently static, to be replaced with texture) - vec3 color = ifColor.xyz; + // Fragment color + vec4 color = texColor * diffuse * 0.6 + vec4(1) * specular * 0.6; // Compute final color + fColor = vec4(color.xyz, 1); //fColor = vec4(color * (0.1 + diffuse + specular), 1); - fColor = vec4(fNormal, 1); + //fColor = vec4(fNormal, 1); } else { - fColor = ifColor; + fColor = texColor * ifColor; } } diff --git a/src/shaders/basicShader.vert b/src/shaders/basicShader.vert index da24b1d..42dc815 100644 --- a/src/shaders/basicShader.vert +++ b/src/shaders/basicShader.vert @@ -47,8 +47,8 @@ main() vec3 color = ifColor.xyz; // Compute final color - //fColor = vec4(color * (0.1 + diffuse + specular), 1); - ifColor = vec4(fNormal, 1); + ifColor = vec4(color * (0.1 + diffuse + specular), 1); + //ifColor = vec4(fNormal, 1); } } diff --git a/src/viewer/simpleViewer.cpp b/src/viewer/simpleViewer.cpp index 3f50239..224deb5 100644 --- a/src/viewer/simpleViewer.cpp +++ b/src/viewer/simpleViewer.cpp @@ -97,7 +97,7 @@ void Viewer::drawSkybox() // Increase size of skybox - modelViewMatrix.scale(100); + modelViewMatrix.scale(101); m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);