diff options
-rw-r--r-- | .editorconfig | 17 | ||||
-rw-r--r-- | res/shaders/colors.fs | 2 | ||||
-rw-r--r-- | src/main.odin | 2 |
3 files changed, 20 insertions, 1 deletions
diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..801e91e --- /dev/null +++ b/.editorconfig @@ -0,0 +1,17 @@ +# EditorConfig is awesome: https://EditorConfig.org + +# Top-most EditorConfig file +root = true + +# Universal settings +[*] +charset = utf-8 +end_of_line = lf +insert_final_newline = true +trim_trailing_whitespace = true + +# Odin files +[*.odin] +indent_style = space +indent_size = 2 +tab_width = 2 diff --git a/res/shaders/colors.fs b/res/shaders/colors.fs index 2184d03..83733cf 100644 --- a/res/shaders/colors.fs +++ b/res/shaders/colors.fs @@ -27,7 +27,7 @@ void main() { vec3 reflect_dir = reflect(-light_dir, norm); float spec = pow(max(dot(view_dir, reflect_dir), 0.0), 32); vec3 specular = specular_strength * spec * light_color; - + vec3 result = (ambient + diffuse + specular) * object_color; FragColor = vec4(result, 1.0); } diff --git a/src/main.odin b/src/main.odin index bb4803e..2b8dd3e 100644 --- a/src/main.odin +++ b/src/main.odin @@ -403,6 +403,7 @@ main :: proc() { shader.set_vec3(lighting_shader, cstring("object_color"), &object_color) shader.set_vec3(lighting_shader, cstring("light_color"), &light_color) shader.set_vec3(lighting_shader, cstring("light_position"), &light_pos) + shader.set_vec3(lighting_shader, cstring("view_position"), &camera.position) aspect: f32 = 800.0 / 600.0 projection := linalg.matrix4_perspective_f32( @@ -426,6 +427,7 @@ main :: proc() { gl.BindVertexArray(cube_vao) gl.DrawArrays(gl.TRIANGLES, 0, 36) + // lamp cube object drawing shader.use(light_cube_shader) shader.set_mat4(light_cube_shader, cstring("projection"), &projection) shader.set_mat4(light_cube_shader, cstring("view"), &view) |