diff options
Diffstat (limited to 'src/extras/shaders/es2/normaldiffusemapalpha.frag')
-rw-r--r-- | src/extras/shaders/es2/normaldiffusemapalpha.frag | 13 |
1 files changed, 4 insertions, 9 deletions
diff --git a/src/extras/shaders/es2/normaldiffusemapalpha.frag b/src/extras/shaders/es2/normaldiffusemapalpha.frag index 599445b9b..19ca27de8 100644 --- a/src/extras/shaders/es2/normaldiffusemapalpha.frag +++ b/src/extras/shaders/es2/normaldiffusemapalpha.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; @@ -28,12 +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 - // Use the alpha from the diffuse texture (for alpha to coverage) - gl_FragColor = vec4( ka + diffuseTextureColor.rgb * diffuseColor + ks * specularColor, diffuseTextureColor.a ); + gl_FragColor = phongFunction(ka, diffuseTextureColor, ks, shininess, worldPosition, worldView, wNormal); } |