diff options
author | Kevin Ottens <kevin.ottens@kdab.com> | 2017-08-02 16:31:06 +0200 |
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committer | Kevin Ottens <kevin.ottens@kdab.com> | 2017-09-25 13:43:37 +0000 |
commit | fb0c9421b1e172833f3ac2166b9a39bd83a8b6ef (patch) | |
tree | 598cdf643af1aa489529b2baeca4acc555eafbbf /src/extras/shaders/es2/diffusemap.frag | |
parent | bae599898a8a6c49df2e4141b7f3750efa40da50 (diff) |
Wrap adsModel into phongFunction
This way the use is more similar to the one for metal/rough.
Change-Id: I143df910f43e29ef622f24bd97a23c90a2c8ef68
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/shaders/es2/diffusemap.frag')
-rw-r--r-- | src/extras/shaders/es2/diffusemap.frag | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/src/extras/shaders/es2/diffusemap.frag b/src/extras/shaders/es2/diffusemap.frag index 7d06d8e2c..974179f2a 100644 --- a/src/extras/shaders/es2/diffusemap.frag +++ b/src/extras/shaders/es2/diffusemap.frag @@ -1,7 +1,7 @@ #define FP highp -uniform FP vec3 ka; // Ambient reflectivity -uniform FP vec3 ks; // Specular reflectivity +uniform FP vec4 ka; // Ambient reflectivity +uniform FP vec4 ks; // Specular reflectivity uniform FP float shininess; // Specular shininess factor uniform FP vec3 eyePosition; @@ -16,10 +16,7 @@ varying FP vec2 texCoord; void main() { - FP vec3 diffuseTextureColor = texture2D( diffuseTexture, texCoord ).rgb; - - FP vec3 diffuseColor, specularColor; - adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor); - - gl_FragColor = vec4( diffuseTextureColor * ( ka + diffuseColor ) + ks * specularColor, 1.0 ); + FP vec4 diffuseTextureColor = texture2D( diffuseTexture, texCoord ); + FP vec3 worldView = normalize(eyePosition - worldPosition); + gl_FragColor = phongFunction(ka, diffuseTextureColor, ks, shininess, worldPosition, worldView, worldNormal); } |