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authorTomasz Kramkowski <tk@the-tk.com>2018-10-19 23:34:16 +0300
committerTomasz Kramkowski <tk@the-tk.com>2018-10-19 23:34:16 +0300
commit63a4ed57bae7a7ff8c497380cd3353badea15806 (patch)
tree89a587c9835f91593524b1bb349a81f6a2e078dd
parent7c1edef3ac501d40e3de495b9434df71f535e9bc (diff)
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Fix fragment shader lighting calculation
-rw-r--r--shaders/main/frag.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/shaders/main/frag.glsl b/shaders/main/frag.glsl
index c57598c..6d7a53e 100644
--- a/shaders/main/frag.glsl
+++ b/shaders/main/frag.glsl
@@ -12,11 +12,11 @@ void main()
vec3 objco = vec3(texture(tex, fuv));
vec3 lico = vec3(1.0, 1.0, 1.0);
- float amb = 0.1;
+ vec3 amb = vec3(0.1, 0.1, 0.1);
vec3 norm = normalize(fnorm);
vec3 lidir = normalize(lipos - fpos);
- float dif = max(dot(norm, lidir), 0.0);
+ vec3 dif = max(dot(norm, lidir), 0.0) * objco;
float speen = max(sign(dot(lidir, norm)), 0.0);
vec3 vwdir = normalize(-fpos);
@@ -24,5 +24,5 @@ void main()
float spe = pow(max(dot(norm, mid), 0.0), 256) * speen;
- color = vec4((amb + dif + spe) * lico * objco, 1.0);
+ color = vec4((amb + dif + spe) * lico, 1.0);
}