Textures?

This commit is contained in:
Riku Avelar 2016-11-09 23:29:28 -05:00
parent c27d8d5bc7
commit 115fe0a5a1
3 changed files with 12 additions and 10 deletions

View File

@ -2,7 +2,7 @@
uniform vec3 lDirection; uniform vec3 lDirection;
uniform bool isSky; uniform bool isSky;
uniform bool isPhong; uniform bool isPhong;
uniform sampler2D skybox; uniform sampler2D tex;
in vec3 fNormal; in vec3 fNormal;
in vec3 fPosition; in vec3 fPosition;
@ -14,8 +14,9 @@ out vec4 fColor;
void void
main() main()
{ {
vec4 texColor = texture(tex, texCoords);
if(isSky) { if(isSky) {
fColor = texture(skybox, texCoords); fColor = texColor;
} else if(isPhong) { } else if(isPhong) {
// Get lighting vectors // Get lighting vectors
vec3 LightDirection = normalize(vec3(1,3,1)); vec3 LightDirection = normalize(vec3(1,3,1));
@ -27,15 +28,16 @@ main()
// Compute specular component // Compute specular component
vec3 Rl = normalize(-LightDirection+2.0*nfNormal*dot(nfNormal,LightDirection)); 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) // Fragment color
vec3 color = ifColor.xyz; vec4 color = texColor * diffuse * 0.6 + vec4(1) * specular * 0.6;
// Compute final color // Compute final color
fColor = vec4(color.xyz, 1);
//fColor = vec4(color * (0.1 + diffuse + specular), 1); //fColor = vec4(color * (0.1 + diffuse + specular), 1);
fColor = vec4(fNormal, 1); //fColor = vec4(fNormal, 1);
} else { } else {
fColor = ifColor; fColor = texColor * ifColor;
} }
} }

View File

@ -47,8 +47,8 @@ main()
vec3 color = ifColor.xyz; vec3 color = ifColor.xyz;
// Compute final color // Compute final color
//fColor = vec4(color * (0.1 + diffuse + specular), 1); ifColor = vec4(color * (0.1 + diffuse + specular), 1);
ifColor = vec4(fNormal, 1); //ifColor = vec4(fNormal, 1);
} }
} }

View File

@ -97,7 +97,7 @@ void Viewer::drawSkybox()
// Increase size of skybox // Increase size of skybox
modelViewMatrix.scale(100); modelViewMatrix.scale(101);
m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix); m_program->setUniformValue(m_mvMatrixLocation, modelViewMatrix);