Arbeiten aus dem URlaub

This commit is contained in:
2026-05-19 12:55:05 +02:00
parent b8a0234ad2
commit 4f48834e2c
403 changed files with 23402 additions and 6389 deletions

View File

@@ -0,0 +1,29 @@
#import "Common/ShaderLib/GLSLCompat.glsllib"
uniform vec4 m_Diffuse;
uniform sampler2D m_BarkMap;
uniform bool m_HasBarkMap;
in vec2 texCoord;
in vec3 worldNormal;
void main() {
vec3 n = normalize(worldNormal);
// Sun at ~45° elevation from SE — good contrast on vertical cylinders
vec3 sunDir = normalize(vec3(0.6, 0.7, 0.4));
vec3 fillDir = normalize(vec3(-0.5, 0.3, -0.4));
vec3 rimDir = normalize(vec3(-0.3, 0.5, 0.7));
float sun = max(dot(n, sunDir), 0.0);
float fill = max(dot(n, fillDir), 0.0) * 0.22;
float rim = max(dot(n, rimDir), 0.0) * 0.14;
float sky = dot(n, vec3(0.0, 1.0, 0.0)) * 0.4 + 0.4; // [0.0, 0.8]
float light = sun * 0.75 + fill + rim + sky * 0.09 + 0.05;
vec3 baseColor = m_HasBarkMap
? texture2D(m_BarkMap, texCoord).rgb * m_Diffuse.rgb
: m_Diffuse.rgb;
gl_FragColor = vec4(baseColor * clamp(light, 0.0, 1.0), m_Diffuse.a);
}