Implemented depth buffering

This commit is contained in:
Lorenzo Torres 2025-08-10 14:40:23 +02:00
parent 09799eaa9b
commit 444a4586ea
6 changed files with 154 additions and 20 deletions

View file

@ -73,8 +73,8 @@ void main() {
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos.pos - FragPos);
//vec3 result = calc_directional_light(norm, viewDir);
vec3 result = vec3(0.0, 0.0, 0.0);
vec3 result = calc_directional_light(norm, viewDir);
//vec3 result = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < pushConstants.light_count; i++)
result += calc_point_light(i, norm, FragPos, viewDir);