Spotlight = pow(spotlight * spotlightFade, Light.Exponent) Spotlight = max(-dot(lightVec, Light.Direction), 0.0) įloat spotlightFade = clamp((Light.OuterCutoff - spotlight) / (Light.OuterCutoff - Light.InnerCutoff), 0.0, 1.0) Vec3 lightVec = normalize(Light.Position - vWorldVertex.xyz) We need to renormalize the vector so that it stays at unit length. ![]() vWorldNormal is interpolated when passed into the fragment shader. VWorldNormal = normalize(mat3(ModelMatrix) * Normal) VUv = Material.TextureOffset + (Uv * Material.TextureScale) Gl_Position = ProjectionMatrix * viewVertex Vec4 viewVertex = ViewMatrix * vWorldVertex ![]() ![]() VWorldVertex = ModelMatrix * vec4(Vertex * ModelScale, 1.0)
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