From fec93b098b84faba7ec747ec5654ee5f7c6cae47 Mon Sep 17 00:00:00 2001 From: admin Date: Wed, 1 Oct 2025 11:27:24 +0200 Subject: [PATCH] feat: remove unnecessary code + Blinn-Phong lighting --- src/shaders/simple.fs | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) diff --git a/src/shaders/simple.fs b/src/shaders/simple.fs index 09e4cdc..9cef70b 100644 --- a/src/shaders/simple.fs +++ b/src/shaders/simple.fs @@ -41,6 +41,7 @@ void main() // float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256)); // vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0); + // Blinn Phong vec3 halfDir = normalize(lightDir + viewDir); float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0)); vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0); @@ -50,14 +51,6 @@ void main() vec3 ambient = ambientStrength * ambientColor; - float distance = length(lightPos - vertexPos); - float attenuation = 1.0 / (1.0 + 0.09 * distance + 0.032 * (distance * distance)); - // tweak 0.09 and 0.032 for range/falloff - - // diffuse *= attenuation; - // specular *= attenuation; - // ambient *= attenuation; // optional, sometimes left constant - vec3 texColor = (useTexture) ? texture(diffuseTex, TexCoords).rgb : diffuseColor;