feat: light rendering
This commit is contained in:
@ -75,6 +75,8 @@ void Renderer::Render(entt::registry& registry) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_shader.setBool("isLight", registry.all_of<light>(entity));
|
||||
|
||||
m_model = glm::mat4(1.0f);
|
||||
|
||||
// Apply translation
|
||||
|
@ -27,6 +27,8 @@ uniform float opacity;
|
||||
uniform sampler2D diffuseTex;
|
||||
uniform bool useTexture;
|
||||
|
||||
uniform bool isLight;
|
||||
|
||||
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
||||
|
||||
void main()
|
||||
@ -57,5 +59,11 @@ void main()
|
||||
|
||||
vec3 result = (ambient + diffuse + specular) * texColor;
|
||||
|
||||
if (isLight) {
|
||||
vec3 emissive = LIGHT_COLOR * 10.0; // big intensity
|
||||
FragColor = vec4(emissive, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
FragColor = vec4(result, opacity);
|
||||
}
|
Reference in New Issue
Block a user