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author | Sebastian Park <SebPark03@gmail.com> | 2024-04-22 00:52:22 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-04-22 00:52:22 -0400 |
commit | 28d74097815a8d52b8f47f6eae6464005a6bc552 (patch) | |
tree | 9c39f0ea77217b559067dd6b78e76cbd29372410 /resources/shaders/shader.frag | |
parent | 1d5c17db40e6bddf88c718d498eabbff0efbf4dd (diff) |
normalize direction to camera.
Diffstat (limited to 'resources/shaders/shader.frag')
-rwxr-xr-x | resources/shaders/shader.frag | 1 |
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); |