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Commit a3d7afb0 authored by JonShard's avatar JonShard
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Changed scene for better debugging.

parent c70f34ee
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......@@ -44,8 +44,8 @@ v: 0.162456 0.499995 0.850654 0.162 0.25500 0.851 0.000 0.000 255
meshes: 1
mesh: blendermesh
material: subsurfaceScatter
shader: subsurfaceScatter
material: standard
shader: standard
triangles: 80
t: 0 13 12
t: 1 13 15
......
......@@ -21,7 +21,7 @@ entity: floor
angleVelocity: 0 0 0
entity: suzanne
model: cube
model: Icosphere
position: 0 0 0
rotation: 0 0 0
scale: 4 4 4
......@@ -34,15 +34,15 @@ entity: core
rotation: 0 0 0
scale: 1 1 1
velocity: 0 0 0
angleVelocity: 0 90 0
angleVelocity: 0 10 0
entity: coreRed
model: null
position: 0 0 10
position: 10 0 0
rotation: 0 0 0
scale: 1 1 1
velocity: 0 0 0
angleVelocity: 0 00 0
angleVelocity: 0 0 0
entity: cubeRed
model: cube
......
......@@ -61,7 +61,7 @@ void main() {
#version 410
#define MAX_LIGHTS 8
#define EPSILON 0.0000000000000001
#define EPSILON 0.0000001
in vec4 gl_FragCoord;
in vec2 texCoord;
......@@ -178,8 +178,8 @@ void main() {
light[i].quadratic
);
}
// out_color = vec4(lights, 1);
out_color = vec4(pointLightDir, 1); // Trying to figure out of light dir or normals are being caluclated incorrectly.
out_color = vec4(lights, 1);
//out_color = vec4(pointLightDir, 1); // Trying to figure out of light dir or normals are being caluclated incorrectly.
// Causing specular and sub-scattering to be drawn 90 deg off.
}
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