feat: improved shader contrast by clamping min and max values of dot product

This commit is contained in:
Sara 2024-09-19 11:34:03 +02:00
parent a0be00407f
commit bfa75d1744

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@ -13,7 +13,7 @@ uniform vec4 ambient;
void main() { void main() {
vec4 texelColor = texture(texture0, fragTexCoord); vec4 texelColor = texture(texture0, fragTexCoord);
vec3 light_dot = vec3(pow(dot(fragNormal, lightDirection)-0.2, 3.0)); vec3 light_dot = vec3(pow(clamp(dot(fragNormal, lightDirection), 0.0, 1.0), 2.0));
finalColor = texelColor * colDiffuse * vec4(light_dot, 1.0); finalColor = texelColor * colDiffuse * vec4(light_dot, 1.0);
finalColor += texelColor * (ambient/10.0) * colDiffuse; finalColor += texelColor * (ambient/10.0) * colDiffuse;
finalColor = pow(finalColor, vec4(vec3(0.6), 1.0)); finalColor = pow(finalColor, vec4(vec3(0.6), 1.0));