Have the original lighting system back and a little lightbulb model to show where the light is.
This commit is contained in:
parent
3231f747a9
commit
a29494325b
143 changed files with 16360 additions and 9 deletions
16
33-shadow-mapping/shaders/08-lightsource.frag.glsl
Normal file
16
33-shadow-mapping/shaders/08-lightsource.frag.glsl
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
};
|
||||
|
||||
uniform Light light;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(light.diffuse, 1.0); // set all 4 vector values to 1.0
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue