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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
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avoid unnecessary conversion of colours between half4 to float4 and back again
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@ -45,18 +45,18 @@ fragment half4 fragmentMain(
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// Compute diffuse component
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float lambert = metal::dot(normal, lightVec);
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float diffuseAmount = metal::max(0.0, lambert);
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half4 diffuse = half4(u.diffuseColor) * diffuseAmount;
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half4 diffuse = u.diffuseColor * diffuseAmount;
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// Compute specular component (blinn-phong)
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float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
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float specularTerm = metal::pow(specularAngle, u.specularIntensity);
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// smoothstep hack to ensure highlight tapers gracefully at grazing angles
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float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
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half4 specular = half4(u.specularColor) * specularAmount;
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half4 specular = u.specularColor * specularAmount;
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// Sample texture & vertex color to get albedo
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half4 albedo = texture.sample(sampler, in.texCoord);
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albedo *= in.color;
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return albedo * (half4(u.ambientColor) + diffuse) + specular;
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return albedo * (u.ambientColor + diffuse) + specular;
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}
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