-2
src/gfx.rs
-2
src/gfx.rs
+2
-1
src/shader.wgsl
+2
-1
src/shader.wgsl
···
138
138
let specular_color = specular_strength * light_color * shadow;
139
139
140
140
// let result = (ambient_color + diffuse_color + specular_color) * shadow * object_color.xyz;
141
-
let result = (ambient_color + diffuse_color + specular_color) * (shadow_guassian * 0.7 + (1.0 - 0.7)) * object_color.xyz;
141
+
// let result = (ambient_color + diffuse_color + specular_color) * (shadow_guassian * shadow_strength + (1.0 - shadow_strength)) * object_color.xyz;
142
+
let result = (ambient_color + diffuse_color + specular_color) * (shadow_guassian * shadow_strength + (1.0 - shadow_strength));
142
143
143
144
return vec4<f32>(result, object_color.a);
144
145
}