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-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag15
1 files changed, 6 insertions, 9 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
index de6e87281..49d57fcaf 100644
--- a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
+++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
@@ -24,7 +24,7 @@ uniform float offsetx;
uniform float offsety;
uniform float specularity;
uniform float waveStrenght;
-uniform vec3 ka;
+uniform vec4 ka;
uniform vec3 specularColor;
uniform float shininess;
uniform float normalAmount;
@@ -65,16 +65,13 @@ void main()
mat3 invertTangentMatrix = transpose(tangentMatrix);
vec3 wNormal = normalize(invertTangentMatrix * tNormal);
+ vec3 worldView = normalize(eyePosition - worldPosition);
+ vec4 diffuse = vec4(diffuseTextureColor.rgb, vpos.y);
+ vec4 specular = vec4(specularTextureColor.a*specularity);
+ vec4 outputColor = phongFunction(ka, diffuse, specular, shininess, worldPosition, worldView, wNormal);
- // Calculate the lighting model, keeping the specular component separate
- vec3 diffuseColor, specularColor;
- adsModel(worldPosition, wNormal, eyePosition, shininess, diffuseColor, specularColor);
-
- // Combine final fragment color
- vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );
-
-
+ outputColor += vec4(skycolor.rgb, vpos.y);
outputColor += (foamTextureColor.rgba*vpos.y);
fragColor = vec4(outputColor.rgb,1.0);