From 739e8366a5cbd4790ee6da88be3e2405441a1e4d Mon Sep 17 00:00:00 2001 From: Ben Date: Wed, 20 Feb 2019 21:40:49 +0000 Subject: [PATCH] readme --- README.md | 8 ++++++++ resources/shaders/phong.frag | 6 +++--- 2 files changed, 11 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 87e6176..8d61590 100644 --- a/README.md +++ b/README.md @@ -1 +1,9 @@ # SMH Engine + +This is the SMH engine, it's aim is to display various modern real-time rendering techniques commonly used in the videogame industry using OpenGL. + +![alt text](https://i.imgur.com/q5days1.png, "Latest Screenshot") + +## Dependancies + +- SDL2 diff --git a/resources/shaders/phong.frag b/resources/shaders/phong.frag index 113b334..15d8c85 100644 --- a/resources/shaders/phong.frag +++ b/resources/shaders/phong.frag @@ -13,8 +13,8 @@ uniform sampler2D shadowMap; vec3 viewPos = vec3(0.0, 0.0, 0.0); vec3 objectColour = vec3(1.0, 1.0, 1.0); -vec3 lightColour = vec3(1.0, 1.0, 1.0); -// vec3 lightColour = vec3(0.1, 0.45, 0.9); +vec3 lightColour = vec3(0.65, 0.65, 0.65); +// vec3 lightColour = vec3(0.3, 0.85, 1.0); float calculateShadow(vec4 fragPosLightSpace) { vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; @@ -34,7 +34,7 @@ void main() { vec3 diffuse = diff * lightColour; - float specularStrength = 0.2; + float specularStrength = 0.1; vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, normal);