Fix wrong directional light direction

This commit is contained in:
Magnus Norddahl 2020-03-18 22:34:05 +01:00
parent 5552b513f7
commit d18e89ea72
3 changed files with 3 additions and 3 deletions

View file

@ -37,7 +37,7 @@ vec3 lightContribution(int i, vec3 normal)
float lightLevelContrastAttenuation(vec3 normal)
{
vec3 lightdir = vec3(0.55708601453, -0.7427813527, 0.37139067635);
vec3 lightdir = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
return clamp(dot(lightdir, normal), 0.0, 1.0);
}

View file

@ -84,7 +84,7 @@ vec3 ProcessMaterialLight(Material material, vec3 ambientLight)
{
float lightLevelContrastStrength = 0.25;
vec3 L = vec3(0.55708601453, -0.7427813527, 0.37139067635);
vec3 L = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
float attenuation = clamp(dot(N, L), 0.0, 1.0);
if (attenuation > 0.0)
{

View file

@ -36,7 +36,7 @@ vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA)
vec2 lightLevelContrastAttenuation(vec3 normal, vec3 viewdir)
{
vec3 lightdir = vec3(0.55708601453, -0.7427813527, 0.37139067635);
vec3 lightdir = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
float attenuation = clamp(dot(lightdir, normal), 0.0, 1.0);
float glossiness = uSpecularMaterial.x;