fix bump example tangent lighting wrong

This commit is contained in:
junjie020
2018-12-29 17:29:49 +08:00
parent 9296a44f5e
commit c4aa82e2fa
3 changed files with 44 additions and 33 deletions

View File

@@ -1,4 +1,4 @@
$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 // in...
$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0// in...
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
@@ -15,7 +15,8 @@ uniform vec4 u_lightRgbInnerR[4];
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
//vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
vec3 reflected = 2.0*ndotl*_normal - _lightDir;
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
@@ -45,25 +46,31 @@ vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view)
{
vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
vec3 lightDir = mul(_tbn, normalize(lp) );
vec3 lightDir = mul( normalize(lp), _tbn );
vec2 bln = blinn(lightDir, _normal, _view);
vec4 lc = lit(bln.x, bln.y, 1.0);
vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
return rgb;
}
mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2)
{
#ifdef BGFX_SHADER_LANGUAGE_GLSL
return mat3(c0, c1, c2);
#else
return transpose(mat3(c0, c1, c2));
#endif
}
void main()
{
mat3 tbn = mat3(
normalize(v_tangent),
normalize(v_bitangent),
normalize(v_normal)
);
mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal);
vec3 normal;
normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
vec3 view = -normalize(v_view);
vec3 view = normalize(v_view);
vec3 lightColor;
lightColor = calcLight(0, tbn, v_wpos, normal, view);