From a3d7afb0cb97fad0f12e8574c0aa5d93f750765a Mon Sep 17 00:00:00 2001
From: JonShard <jonems@stud.ntnu.no>
Date: Wed, 9 May 2018 10:58:33 +0200
Subject: [PATCH] Changed scene for better debugging.

---
 assets/models/Icosphere.yml           | 4 ++--
 assets/scenes/sss.yml                 | 8 ++++----
 assets/shaders/subsurfaceScatter.glsl | 6 +++---
 3 files changed, 9 insertions(+), 9 deletions(-)

diff --git a/assets/models/Icosphere.yml b/assets/models/Icosphere.yml
index 9406505..e316eb1 100644
--- a/assets/models/Icosphere.yml
+++ b/assets/models/Icosphere.yml
@@ -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
diff --git a/assets/scenes/sss.yml b/assets/scenes/sss.yml
index 0203fd2..fd6dcea 100644
--- a/assets/scenes/sss.yml
+++ b/assets/scenes/sss.yml
@@ -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
diff --git a/assets/shaders/subsurfaceScatter.glsl b/assets/shaders/subsurfaceScatter.glsl
index 93d3f8b..bac397c 100644
--- a/assets/shaders/subsurfaceScatter.glsl
+++ b/assets/shaders/subsurfaceScatter.glsl
@@ -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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