diff --git a/CMakeLists.txt b/CMakeLists.txt index f3536df..7131fda 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -26,6 +26,10 @@ find_package(GLEW REQUIRED) find_package(GLM REQUIRED) find_package(assimp REQUIRED) +if (assimp_VERSION VERSION_LESS "5.1") + message(FATAL_ERROR "Assimp ${assimp_VERSION} out of date, Assimp 5.1.0 or newer is required!") +endif() + include_directories( ${SDL2_INCLUDE_DIRS} ${SDL2_IMAGE_DIRS} diff --git a/data/shaders/pbrFragment.glsl b/data/shaders/pbrFragment.glsl index e197162..7003b45 100644 --- a/data/shaders/pbrFragment.glsl +++ b/data/shaders/pbrFragment.glsl @@ -29,8 +29,6 @@ uniform sampler2D texture_diffuse3; uniform sampler2D texture_specular1; uniform sampler2D texture_specular2; -uniform sampler2D ourTexture; - // PBR functions from learnOpenGL.com const float PI = 3.14159265359; @@ -74,7 +72,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) void main() { - albedo = vec3(texture(texture_diffuse1, ourTexCoord)); + //albedo = vec3(texture(texture_diffuse1, ourTexCoord)); // Establish ambient lighting float ambientStrength = 0.1; @@ -87,7 +85,7 @@ void main() vec3 V = normalize(CameraPos - WorldPos); vec3 Lo = vec3(0.0f); - //TODO: Loop through this block for the number of lights + //TODO: Loop through the code up to ambient definition for each light vec3 L = normalize(lightPosition - WorldPos); vec3 H = normalize(V - L); float distance = length(lightPosition - WorldPos);