Merge pull request #251 from BhayanakMoth/fix-ambient

Corrected ambient lighting calculation
This commit is contained in:
Joey de Vries
2021-10-18 10:24:26 +02:00
committed by GitHub
4 changed files with 4 additions and 4 deletions

View File

@@ -36,7 +36,7 @@ void main()
vec3 normal = normalize(fs_in.Normal); vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3); vec3 lightColor = vec3(0.3);
// ambient // ambient
vec3 ambient = 0.3 * color; vec3 ambient = 0.3 * lightColor;
// diffuse // diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos); vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0); float diff = max(dot(lightDir, normal), 0.0);

View File

@@ -56,7 +56,7 @@ void main()
vec3 normal = normalize(fs_in.Normal); vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3); vec3 lightColor = vec3(0.3);
// ambient // ambient
vec3 ambient = 0.3 * color; vec3 ambient = 0.3 * lightColor;
// diffuse // diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos); vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0); float diff = max(dot(lightDir, normal), 0.0);

View File

@@ -41,7 +41,7 @@ void main()
vec3 normal = normalize(fs_in.Normal); vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3); vec3 lightColor = vec3(0.3);
// ambient // ambient
vec3 ambient = 0.3 * color; vec3 ambient = 0.3 * lightColor;
// diffuse // diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos); vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0); float diff = max(dot(lightDir, normal), 0.0);

View File

@@ -85,7 +85,7 @@ void main()
vec3 normal = normalize(fs_in.Normal); vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3); vec3 lightColor = vec3(0.3);
// ambient // ambient
vec3 ambient = 0.3 * color; vec3 ambient = 0.3 * lightColor;
// diffuse // diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos); vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0); float diff = max(dot(lightDir, normal), 0.0);