Correctly renamed texture samplers

This commit is contained in:
Lorenzo Torres 2025-08-09 15:17:26 +02:00
parent 93e91d7902
commit 5f07c593b3
3 changed files with 19 additions and 19 deletions

View file

@ -35,17 +35,17 @@ layout(push_constant) uniform pc {
int light_count;
} pushConstants;
layout (set = 1, binding = 0) uniform sampler2D textureSampler;
layout (set = 1, binding = 1) uniform sampler2D diffuseSampler;
layout (set = 1, binding = 0) uniform sampler2D diffuseSampler;
layout (set = 1, binding = 1) uniform sampler2D specularSampler;
vec3 calc_directional_light(vec3 normal, vec3 viewDir) {
vec3 lightDir = normalize(-directional_light.direction);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
vec3 ambient = directional_light.ambient * vec3(texture(textureSampler, TexCoords));
vec3 diffuse = directional_light.diffuse * diff * vec3(texture(textureSampler , TexCoords));
vec3 specular = directional_light.specular * spec * vec3(texture(diffuseSampler, TexCoords));
vec3 ambient = directional_light.ambient * vec3(texture(diffuseSampler, TexCoords));
vec3 diffuse = directional_light.diffuse * diff * vec3(texture(diffuseSampler , TexCoords));
vec3 specular = directional_light.specular * spec * vec3(texture(specularSampler, TexCoords));
return (ambient + diffuse + specular);
}
@ -60,9 +60,9 @@ vec3 calc_point_light(int index, vec3 normal, vec3 fragPos, vec3 viewDir) {
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
float distance = length(point_lights.point_lights[index].position - fragPos);
float attenuation = 1.0 / (constant + linear * distance + quadratic * (distance * distance));
vec3 ambient = point_lights.point_lights[index].ambient * vec3(texture(textureSampler, TexCoords));
vec3 diffuse = point_lights.point_lights[index].diffuse * diff * vec3(texture(textureSampler, TexCoords));
vec3 specular = point_lights.point_lights[index].specular * spec * vec3(texture(diffuseSampler, TexCoords));
vec3 ambient = point_lights.point_lights[index].ambient * vec3(texture(diffuseSampler, TexCoords));
vec3 diffuse = point_lights.point_lights[index].diffuse * diff * vec3(texture(diffuseSampler, TexCoords));
vec3 specular = point_lights.point_lights[index].specular * spec * vec3(texture(specularSampler, TexCoords));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;