Commit 6b67af57 authored by hazkerindii228's avatar hazkerindii228
Browse files

minor fixes

parent aadd6dd6
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Showing with 16 additions and 15 deletions
+16 -15
......@@ -365,6 +365,12 @@ int main()
ourShader.Use();
GLint viewLoc = glGetUniformLocation(ourShader.Program, "view");
GLint projLoc = glGetUniformLocation(ourShader.Program, "projection");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
//glUniform3f(glGetUniformLocation(ourShader.Program, "objectColor"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(ourShader.Program, "light.position"), lightPos.x, lightPos.y, lightPos.z);
glUniform3f(glGetUniformLocation(ourShader.Program, "viewPos"), cameraPos.x, cameraPos.y, cameraPos.z);
......@@ -373,10 +379,10 @@ int main()
glUniform3f(glGetUniformLocation(ourShader.Program, "light.diffuse"), lightColor.x, lightColor.y, lightColor.z);
glUniform3f(glGetUniformLocation(ourShader.Program, "light.specular"), lightColor.x, lightColor.y, lightColor.z);
glUniform3f(glGetUniformLocation(ourShader.Program, "material.ambient"), 1.0f, 0.0f, 0.0f);
glUniform3f(glGetUniformLocation(ourShader.Program, "material.diffuse"), 0.0f, 1.0f, 0.0f);
glUniform3f(glGetUniformLocation(ourShader.Program, "material.specular"), 0.0f, 0.0f, 1.0f);
glUniform1f(glGetUniformLocation(ourShader.Program, "material.shininess"), 256.0f);
glUniform3f(glGetUniformLocation(ourShader.Program, "material.ambient"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(ourShader.Program, "material.diffuse"), 1.0f, 1.0f, 1.0f);
glUniform3f(glGetUniformLocation(ourShader.Program, "material.specular"), 1.0f, 1.0f, 1.0f);
glUniform1f(glGetUniformLocation(ourShader.Program, "material.shininess"), 64.0f);
GLfloat timeValue = glfwGetTime();
......@@ -392,13 +398,15 @@ int main()
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
//glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
//glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
glBindVertexArray(VAO);
for (GLuint i = 0; i < 10; i++)
{
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
GLfloat angle = 20.0f * i;
......@@ -416,7 +424,6 @@ int main()
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture"), 0);
glm::mat4 groundModel = glm::mat4(1.0f);
GLint modelLoc = glGetUniformLocation(ourShader.Program, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(groundModel));
glDrawArrays(GL_TRIANGLES, 0, 6);
......
......@@ -20,6 +20,7 @@ void main()
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = diff * lightColor;
//diffuse = vec3(1.0f);
float specularStrength = 0.5f;
vec3 viewDir = normalize(viewPos - FragPos);
......
......@@ -36,25 +36,18 @@ void main()
vec3 texColor = texture(ourTexture, TexCoord).rgb;
// Ambient
//float ambientStrength = 0.1f;
//vec3 ambient = ambientStrength * lightColor;
//vec3 ambient = lightColor * material.ambient;
vec3 ambient = light.ambient * material.ambient;
// Diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0f);
//vec3 diffuse = lightColor * (diff * material.diffuse);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
// Specular
//float specularStrength = 0.5f;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
//vec3 specular = specularStrength * spec * lightColor;
//vec3 specular = lightColor * (spec * material.specular);
vec3 specular = light.specular * (spec * material.specular);
vec3 result = (ambient + diffuse + specular) * texColor;
......
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