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Bring back forward shading! #618

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11 changes: 7 additions & 4 deletions src/main/resources/graphics/scenery/backends/ForwardShading.yml
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ rendertargets:
HDR:
size: 1.0, 1.0
attachments:
HDRBuffer: RGBA_Float32
Color: RGBA_Float16
ZBuffer: Depth32

renderpasses:
Expand All @@ -21,8 +21,11 @@ renderpasses:
- "FullscreenQuad.vert.spv"
- "HDR.frag.spv"
inputs:
- HDR
- HDR.Color
output: Viewport
parameters:
Gamma: 1.7
Exposure: 1.5
TonemappingOperator: 0
Gamma: 1.8
Exposure: 1.0
WhitePoint: 11.2

Original file line number Diff line number Diff line change
Expand Up @@ -4,12 +4,10 @@ stereoEnabled: true

rendertargets:
HDR:
HDRBuffer:
size: 1.0, 1.0
format: RGBA_Float32
ZBuffer:
size: 1.0, 1.0
format: Depth32
size: 1.0, 1.0
attachments:
Color: RGBA_Float16
ZBuffer: Depth32

renderpasses:
leftEye:
Expand All @@ -36,8 +34,10 @@ renderpasses:
- "FullscreenQuad.vert.spv"
- "HDR.frag.spv"
inputs:
- HDR
- HDR.Color
output: Viewport
parameters:
Gamma: 1.7
Exposure: 1.5
TonemappingOperator: 0
Gamma: 1.8
Exposure: 1.0
WhitePoint: 11.2
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@ vec4 BlinnPhong(vec3 FragPos, vec3 viewPos, vec3 Normal, vec3 a, vec3 d, vec3 s)
bool blinn = true;
vec3 color = d;
// Ambient
vec3 ambient = 0.05 * a;
vec3 ambient = a;
vec3 diffuse = Material.Kd;
vec3 specular = Material.Ks;

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