diff --git a/3-mid/opengl/assets/shader/lighting-frag.snippet b/3-mid/opengl/assets/shader/lighting-frag.snippet index 59fde5d..3dad747 100644 --- a/3-mid/opengl/assets/shader/lighting-frag.snippet +++ b/3-mid/opengl/assets/shader/lighting-frag.snippet @@ -43,7 +43,7 @@ apply_Light (light Light, // Point light. // vec3 Surface_to_Light_vector = Light.Site.xyz - surface_Site; - float Distance_to_Light = length (Surface_to_Light_vector); + float Distance_to_Light = length (Surface_to_Light_vector); // TODO: This is buggy causes wrong attenuation. Surface_to_Light = normalize (Surface_to_Light_vector); Attenuation = 1.0 diff --git a/3-mid/opengl/assets/shader/lit_textured.frag b/3-mid/opengl/assets/shader/lit_textured.frag index b8b2483..90837f8 100644 --- a/3-mid/opengl/assets/shader/lit_textured.frag +++ b/3-mid/opengl/assets/shader/lit_textured.frag @@ -25,6 +25,7 @@ main() vec3 Surface_to_Camera = normalize (camera_Site - surface_Site); vec3 Normal = normalize ( frag_Normal * inverse_model_Rotation); + // Combine color from all the lights. // vec3 linear_Color = vec3 (0); diff --git a/3-mid/opengl/assets/shader/texturing-frag.snippet b/3-mid/opengl/assets/shader/texturing-frag.snippet index a527409..22c7a6d 100644 --- a/3-mid/opengl/assets/shader/texturing-frag.snippet +++ b/3-mid/opengl/assets/shader/texturing-frag.snippet @@ -13,11 +13,10 @@ apply_Texturing (vec2 Coords) * texture (Textures [i], Coords).a * (1.0 - Fade [i]); -// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade[1]); +// Color.a += texture (Textures [i], Coords).a * (1.0 - Fade [1]); Color.a = max (Color.a, - texture (Textures [i],Coords).a * (1.0 - Fade[i])); - + texture (Textures [i],Coords).a * (1.0 - Fade [i])); // Color.a = max (Color.a, // texture (Textures [i],Coords).a);