diff options
-rw-r--r-- | main.cpp | 54 | ||||
-rw-r--r-- | test.frag | 12 |
2 files changed, 33 insertions, 33 deletions
@@ -341,43 +341,41 @@ int main(/*int argc, char *argv[]*/){ * Initializes our shaders so that the game has shadows. */ - #ifdef SHADERS - std::cout << "Initializing shaders!" << std::endl; + std::cout << "Initializing shaders!" << std::endl; - fragShader = glCreateShader(GL_FRAGMENT_SHADER); + fragShader = glCreateShader(GL_FRAGMENT_SHADER); - std::string shaderFileContents = readFile("test.frag"); - const GLchar *shaderSource = shaderFileContents.c_str(); + std::string shaderFileContents = readFile("test.frag"); + const GLchar *shaderSource = shaderFileContents.c_str(); - GLint bufferln = GL_FALSE; - int logLength; + GLint bufferln = GL_FALSE; + int logLength; - glShaderSource(fragShader, 1, &shaderSource, NULL); - glCompileShader(fragShader); + glShaderSource(fragShader, 1, &shaderSource, NULL); + glCompileShader(fragShader); - glGetShaderiv(fragShader, GL_COMPILE_STATUS, &bufferln); - glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength); - std::vector<char>fragShaderError((logLength > 1) ? logLength : 1); - glGetShaderInfoLog(fragShader, logLength, NULL, &fragShaderError[0]); - std::cout << &fragShaderError[0] << std::endl; - - if(bufferln == GL_FALSE){ - std::cout << "Error compiling shader" << std::endl; - } + glGetShaderiv(fragShader, GL_COMPILE_STATUS, &bufferln); + glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength); + std::vector<char>fragShaderError((logLength > 1) ? logLength : 1); + glGetShaderInfoLog(fragShader, logLength, NULL, &fragShaderError[0]); + std::cout << &fragShaderError[0] << std::endl; + + if(bufferln == GL_FALSE){ + std::cout << "Error compiling shader" << std::endl; + } - shaderProgram = glCreateProgram(); - glAttachShader(shaderProgram, fragShader); - glLinkProgram(shaderProgram); - glValidateProgram(shaderProgram); + shaderProgram = glCreateProgram(); + glAttachShader(shaderProgram, fragShader); + glLinkProgram(shaderProgram); + glValidateProgram(shaderProgram); - glGetProgramiv(shaderProgram, GL_LINK_STATUS, &bufferln); - glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &logLength); - std::vector<char> programError( (logLength > 1) ? logLength : 1 ); - glGetProgramInfoLog(shaderProgram, logLength, NULL, &programError[0]); - std::cout << &programError[0] << std::endl; + glGetProgramiv(shaderProgram, GL_LINK_STATUS, &bufferln); + glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &logLength); + std::vector<char> programError( (logLength > 1) ? logLength : 1 ); + glGetProgramInfoLog(shaderProgram, logLength, NULL, &programError[0]); + std::cout << &programError[0] << std::endl; - #endif //SHADERS //glEnable(GL_DEPTH_TEST); //THIS DOESN'T WORK ON LINUX glEnable(GL_MULTISAMPLE); @@ -2,7 +2,7 @@ uniform sampler2D sampler;
uniform int numLight;
-uniform vec2 lightLocation[1024];
+uniform vec2 lightLocation[64];
uniform vec3 lightColor;
uniform float amb;
@@ -10,20 +10,22 @@ float b = .0005; float minLight = .05;
float radius = sqrt(1.0 / (b * minLight));
+//float radius = b*minlight;
+
void main(){
- vec4 color = vec4(0.0f,0.0f,0.0f,0.0f);
+ vec4 color = vec4(0.0,0.0,0.0,0.0);
for(int i = 0; i < numLight; i++){
vec2 loc = lightLocation[i];
float dist = length(loc - gl_FragCoord.xy);
//float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist);
float attenuation = clamp(1.0 - dist*dist/(radius*radius), 0.0, 1.0); attenuation *= attenuation;
- color += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f);
+ color += vec4(attenuation, attenuation, attenuation, 1.0) * vec4(lightColor, 1.0);
}
vec2 coords = gl_TexCoord[0].st;
vec4 tex = texture2D(sampler, coords);
- color += vec4(amb,amb,amb,1.0f+amb);
+ color += vec4(amb,amb,amb,1.0+amb);
gl_FragColor = tex * vec4(color)*tex.a;
}
@@ -34,4 +36,4 @@ void main(){ .00008 500
.00002 1000
.00005 2000
-*/
+*/
\ No newline at end of file |