feat: remove unnecessary code + Blinn-Phong lighting

This commit is contained in:
2025-10-01 11:27:24 +02:00
parent 4a9f45b6ef
commit fec93b098b

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@ -41,6 +41,7 @@ void main()
// float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256)); // float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256));
// vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0); // vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
// Blinn Phong
vec3 halfDir = normalize(lightDir + viewDir); vec3 halfDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0)); float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0));
vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0); vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
@ -50,14 +51,6 @@ void main()
vec3 ambient = ambientStrength * ambientColor; 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) vec3 texColor = (useTexture)
? texture(diffuseTex, TexCoords).rgb ? texture(diffuseTex, TexCoords).rgb
: diffuseColor; : diffuseColor;