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authorSebastian Park <SebPark03@gmail.com>2024-04-22 00:52:22 -0400
committerSebastian Park <SebPark03@gmail.com>2024-04-22 00:52:22 -0400
commit28d74097815a8d52b8f47f6eae6464005a6bc552 (patch)
tree9c39f0ea77217b559067dd6b78e76cbd29372410 /resources/shaders/shader.frag
parent1d5c17db40e6bddf88c718d498eabbff0efbf4dd (diff)
normalize direction to camera.
Diffstat (limited to 'resources/shaders/shader.frag')
-rwxr-xr-xresources/shaders/shader.frag1
1 files changed, 1 insertions, 0 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 9668ecb..141915e 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -51,6 +51,7 @@ void main() {
fragColor = clamp(fragColor, 0.f, 1.f); // Clamp
fragColor *= (1 - (refrProb / 1.f));
fragColor += (refrProb / 1.5f) * transmissive;
+// fragColor = transmissive * refrProb;
fragColor = vec4(vec3(fragColor), 1.5f);
// Dividing refrProb by 2 just for heuristic. Want more phong to show through.
// fragColor = clamp(fragColor, 0.f, 1.f);