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Light Implementation #19
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It's actually a single directional light at the moment. For better lighting we could either add an ambient lighting term to the shader or use IBL. Here's the reference shader demo where you can play a bit with the lighting: http://github.khronos.org/glTF-WebGL-PBR/ For IBL we'd only need to add support for loading diffuse and specular environment maps, the shader already supports it (-> see here). Adding a constant ambient term should also be pretty easy, but I'm not sure where exactly in the shader to add it - my previous attempts didn't look good enough. Perhaps this might help. Essentially it should look somewhat like this:
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FYI, a lights extension is being discussed: KhronosGroup/glTF#945 |
@alteous Thanks, I'm aware of it. Was also thinking of adding it. |
@siddhartpai The ambient light color and intensity can be adjusted in |
Hi @bwasty
It seems like currently point lights are applied somehow on the object so that it is shown on the screen and lit up .
Is there someway i can change the point light implementation to an ambient light ?
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