Only sample shadows from the first light source.
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@ -111,7 +111,9 @@ void main()
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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vec3 cameraVector = normalize(camera - vec3(fragPosition));
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specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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specularColor += clamp(pow((dot((cameraVector+lightVector),normalize(vNormal))/(length(cameraVector+lightVector)*length(normalize(vNormal)))),shininess), 0.0, 1.0)
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*specularFactor*intensity*lightColors[i];
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*specularFactor*intensity*lightColors[i];
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visibility = samplePointShadow(shadowMap_cube, lightDirection);
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if (i == 0) {
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visibility = samplePointShadow(shadowMap_cube, lightDirection);
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}
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}
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}
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/*float value = texture(shadowMap_cube, lightDirection);
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/*float value = texture(shadowMap_cube, lightDirection);
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oColor = vec4(value, value, value, 255);*/
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oColor = vec4(value, value, value, 255);*/
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