summaryrefslogtreecommitdiffstats
path: root/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag
diff options
context:
space:
mode:
Diffstat (limited to 'examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag')
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag14
1 files changed, 7 insertions, 7 deletions
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag
index 507d1d208..bf6461191 100644
--- a/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag
@@ -70,13 +70,13 @@ in vec2 texCoord;
out vec4 fragColor;
-void dsbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec)
+void dsbModel(const in vec3 norm, const in vec2 flipXTexCoord, out vec3 ambientAndDiff, out vec3 spec)
{
// Reflection of light direction about normal
vec3 r = reflect(-lightDir, norm);
- vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
- vec3 specularColor = texture(specularTexture, flipYTexCoord).rgb;
+ vec3 diffuseColor = texture(diffuseTexture, flipXTexCoord).rgb;
+ vec3 specularColor = texture(specularTexture, flipXTexCoord).rgb;
// Calculate the ambient contribution
vec3 ambient = lightIntensity * ka * diffuseColor;
@@ -98,15 +98,15 @@ void dsbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientA
void main()
{
- vec2 flipYTexCoord = texCoord;
- flipYTexCoord.y = 1.0 - texCoord.y;
+ vec2 flipXTexCoord = texCoord;
+ flipXTexCoord.x = 1.0 - texCoord.x;
// Sample the textures at the interpolated texCoords
- vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0);
+ vec4 normal = 2.0 * texture(normalTexture, flipXTexCoord) - vec4(1.0);
// Calculate the lighting model, keeping the specular component separate
vec3 ambientAndDiff, spec;
- dsbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec);
+ dsbModel(normalize(normal.xyz), flipXTexCoord, ambientAndDiff, spec);
vec3 result = ambientAndDiff + spec;
// Combine spec with ambient+diffuse for final fragment color