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-rw-r--r--src/extras/shaders/gl3/normaldiffusespecularmap.frag11
1 files changed, 3 insertions, 8 deletions
diff --git a/src/extras/shaders/gl3/normaldiffusespecularmap.frag b/src/extras/shaders/gl3/normaldiffusespecularmap.frag
index 67daccebf..db1803c7a 100644
--- a/src/extras/shaders/gl3/normaldiffusespecularmap.frag
+++ b/src/extras/shaders/gl3/normaldiffusespecularmap.frag
@@ -11,7 +11,7 @@ uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
uniform sampler2D normalTexture;
-uniform vec3 ka; // Ambient reflectivity
+uniform vec4 ka; // Ambient reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
@@ -30,11 +30,6 @@ void main()
vec3 wNormal = normalize(invertTangentMatrix * tNormal);
- // Calculate the lighting model, keeping the specular component separate
- vec3 diffuseColor, specularColor;
- adsModel(worldPosition, wNormal, eyePosition, shininess, diffuseColor, specularColor);
-
- // Combine spec with ambient+diffuse for final fragment color
- fragColor = vec4((ka + diffuseColor) * diffuseTextureColor.rgb
- + specularColor * specularTextureColor.rgb, 1.0);
+ vec3 worldView = normalize(eyePosition - worldPosition);
+ fragColor = phongFunction(ka, diffuseTextureColor, specularTextureColor, shininess, worldPosition, worldView, wNormal);
}