Use focal_distance as camera_distance in shaders.

This commit is contained in:
Wallbreaker5th 2021-06-05 17:43:32 +08:00
parent bb27a78449
commit 442e7fc14d
4 changed files with 4 additions and 2 deletions

View file

@ -17,8 +17,7 @@ vec4 add_light(vec4 color,
float shadow){ float shadow){
if(gloss == 0.0 && shadow == 0.0) return color; if(gloss == 0.0 && shadow == 0.0) return color;
// TODO, read this in as a uniform? float camera_distance = focal_distance;
float camera_distance = 6;
// Assume everything has already been rotated such that camera is in the z-direction // Assume everything has already been rotated such that camera is in the z-direction
vec3 to_camera = vec3(0, 0, camera_distance) - point; vec3 to_camera = vec3(0, 0, camera_distance) - point;
vec3 to_light = light_coords - point; vec3 to_light = light_coords - point;

View file

@ -3,6 +3,7 @@
uniform vec3 light_source_position; uniform vec3 light_source_position;
uniform float gloss; uniform float gloss;
uniform float shadow; uniform float shadow;
uniform float focal_distance;
in vec3 xyz_coords; in vec3 xyz_coords;
in vec3 v_normal; in vec3 v_normal;

View file

@ -6,6 +6,7 @@ uniform float num_textures;
uniform vec3 light_source_position; uniform vec3 light_source_position;
uniform float gloss; uniform float gloss;
uniform float shadow; uniform float shadow;
uniform float focal_distance;
in vec3 xyz_coords; in vec3 xyz_coords;
in vec3 v_normal; in vec3 v_normal;

View file

@ -4,6 +4,7 @@ uniform vec3 light_source_position;
uniform float gloss; uniform float gloss;
uniform float shadow; uniform float shadow;
uniform float anti_alias_width; uniform float anti_alias_width;
uniform float focal_distance;
in vec4 color; in vec4 color;
in float radius; in float radius;