summaryrefslogtreecommitdiffstats
path: root/src/extras/shaders/es2/diffusemap.frag
diff options
context:
space:
mode:
authorKevin Ottens <kevin.ottens@kdab.com>2017-08-02 16:31:06 +0200
committerKevin Ottens <kevin.ottens@kdab.com>2017-09-25 13:43:37 +0000
commitfb0c9421b1e172833f3ac2166b9a39bd83a8b6ef (patch)
tree598cdf643af1aa489529b2baeca4acc555eafbbf /src/extras/shaders/es2/diffusemap.frag
parentbae599898a8a6c49df2e4141b7f3750efa40da50 (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.frag13
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);
}