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/normaldiffusemap.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/normaldiffusemap.frag')
-rw-r--r-- | src/extras/shaders/es2/normaldiffusemap.frag | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/src/extras/shaders/es2/normaldiffusemap.frag b/src/extras/shaders/es2/normaldiffusemap.frag index e1f19b81a..19ca27de8 100644 --- a/src/extras/shaders/es2/normaldiffusemap.frag +++ b/src/extras/shaders/es2/normaldiffusemap.frag @@ -9,8 +9,8 @@ uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a struct -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; @@ -28,11 +28,7 @@ void main() FP mat3 invertTangentMatrix = transpose(tangentMatrix); FP vec3 wNormal = normalize(invertTangentMatrix * tNormal); + FP vec3 worldView = normalize(eyePosition - worldPosition); - // Calculate the lighting model, keeping the specular component separate - FP vec3 diffuseColor, specularColor; - adsModel(worldPosition, wNormal, eyePosition, shininess, diffuseColor, specularColor); - - // Combine spec with ambient+diffuse for final fragment color - gl_FragColor = vec4( ka + diffuseTextureColor.rgb * diffuseColor + ks * specularColor, 1.0 ); + gl_FragColor = phongFunction(ka, diffuseTextureColor, ks, shininess, worldPosition, worldView, wNormal); } |