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Jason McKesson  committed 6b6c3cb

Renamed some Tut12 files.

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  • Parent commits f3814ca

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Files changed (5)

File Tut 12 Dynamic Range/Scene Lighting.cpp

 ProgramPairs g_Programs[LM_MAX_LIGHTING_MODEL];
 ShaderPairs g_ShaderFiles[LM_MAX_LIGHTING_MODEL] =
 {
-	{"PN.vert", "PCN.vert", "GaussianLighting.frag"},
-	{"PN.vert", "PCN.vert", "GaussianOnly.frag"},
+	{"PN.vert", "PCN.vert", "ShowLighting.frag"},
+	{"PN.vert", "PCN.vert", "ShowNormals.frag"},
 };
 
 UnlitProgData g_Unlit;

File Tut 12 Dynamic Range/data/GaussianLighting.frag

-#version 330
-
-in vec4 diffuseColor;
-in vec3 vertexNormal;
-in vec3 modelSpaceNormal;
-in vec3 cameraSpacePosition;
-
-out vec4 outputColor;
-
-uniform vec3 modelSpaceLightPos;
-
-uniform vec4 lightIntensity;
-uniform vec4 ambientIntensity;
-
-uniform vec3 cameraSpaceLightPos;
-
-uniform float lightAttenuation;
-
-const vec4 specularColor = vec4(0.25, 0.25, 0.25, 1.0);
-uniform float shininessFactor;
-
-
-void main()
-{
-	vec3 lightDir = normalize(cameraSpaceLightPos - cameraSpacePosition);
-	vec3 surfaceNormal = normalize(vertexNormal);
-	outputColor = vec4(dot(surfaceNormal, lightDir));
-}

File Tut 12 Dynamic Range/data/GaussianOnly.frag

-#version 330
-
-in vec4 diffuseColor;
-in vec3 vertexNormal;
-in vec3 modelSpaceNormal;
-in vec3 cameraSpacePosition;
-
-out vec4 outputColor;
-
-uniform vec3 modelSpaceLightPos;
-
-uniform vec4 lightIntensity;
-uniform vec4 ambientIntensity;
-
-uniform vec3 cameraSpaceLightPos;
-
-uniform float lightAttenuation;
-
-const vec4 specularColor = vec4(0.25, 0.25, 0.25, 1.0);
-uniform float shininessFactor;
-
-
-void main()
-{
-	outputColor = vec4(normalize(modelSpaceNormal), 1.0);
-}

File Tut 12 Dynamic Range/data/ShowLighting.frag

+#version 330
+
+in vec4 diffuseColor;
+in vec3 vertexNormal;
+in vec3 modelSpaceNormal;
+in vec3 cameraSpacePosition;
+
+out vec4 outputColor;
+
+uniform vec3 modelSpaceLightPos;
+
+uniform vec4 lightIntensity;
+uniform vec4 ambientIntensity;
+
+uniform vec3 cameraSpaceLightPos;
+
+uniform float lightAttenuation;
+
+const vec4 specularColor = vec4(0.25, 0.25, 0.25, 1.0);
+uniform float shininessFactor;
+
+
+void main()
+{
+	vec3 lightDir = normalize(cameraSpaceLightPos - cameraSpacePosition);
+	vec3 surfaceNormal = normalize(vertexNormal);
+	outputColor = vec4(dot(surfaceNormal, lightDir));
+}

File Tut 12 Dynamic Range/data/ShowNormals.frag

+#version 330
+
+in vec4 diffuseColor;
+in vec3 vertexNormal;
+in vec3 modelSpaceNormal;
+in vec3 cameraSpacePosition;
+
+out vec4 outputColor;
+
+uniform vec3 modelSpaceLightPos;
+
+uniform vec4 lightIntensity;
+uniform vec4 ambientIntensity;
+
+uniform vec3 cameraSpaceLightPos;
+
+uniform float lightAttenuation;
+
+const vec4 specularColor = vec4(0.25, 0.25, 0.25, 1.0);
+uniform float shininessFactor;
+
+
+void main()
+{
+	outputColor = vec4(normalize(modelSpaceNormal), 1.0);
+}