Correct for non uniform scale in lighting

This commit is contained in:
Dane Johnson
2021-01-23 12:33:10 -06:00
parent 5c4ac7712d
commit 5e8e7b3ce0
20 changed files with 21 additions and 11 deletions

View File

@@ -1,7 +1,6 @@
#version 330 core
noperspective in vec2 UV;
in vec3 NORMAL;
in vec3 AMBIENT;
in vec3 DIFFUSE;

View File

@@ -7,9 +7,9 @@ layout (location = 2) in vec2 uv;
uniform mat4 MODEL;
uniform mat4 VIEW;
uniform mat4 PROJECTION;
uniform mat3 NORMAL;
noperspective out vec2 UV; // PSX use affine texture mapping
out vec3 NORMAL;
out vec3 AMBIENT;
out vec3 DIFFUSE;
@@ -46,18 +46,19 @@ void main() {
UV = uv;
NORMAL = (VIEW * MODEL * vec4(normal, 0.0)).xyz;
vec3 my_normal = (VIEW * MODEL * vec4(normal, 0.0)).xyz;
my_normal *= NORMAL;
// Flat shading, we compute light per vertex
AMBIENT = directionalLight.ambient * directionalLight.color * material.ambient;
vec3 direction = -(VIEW * vec4(directionalLight.direction, 0.0)).xyz;
float diff = dot(normalize(direction), normalize(NORMAL));
float diff = dot(normalize(direction), normalize(my_normal));
diff = max(diff, 0.0);
DIFFUSE = directionalLight.diffuse * diff * directionalLight.color * material.diffuse;
vec3 viewDir = normalize((VIEW * MODEL * vec4(pos, 1.0)).xyz);
vec3 reflectionDir = reflect(normalize(direction), normalize(NORMAL));
vec3 reflectionDir = reflect(normalize(direction), normalize(my_normal));
float spec = dot(viewDir, reflectionDir);
spec = max(spec, 0.0);
spec = pow(spec, material.shininess);