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-rw-r--r--src/datavisualization/engine/shaders/surface_ES2.frag10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag
index 0e17cacd..58d13834 100644
--- a/src/datavisualization/engine/shaders/surface_ES2.frag
+++ b/src/datavisualization/engine/shaders/surface_ES2.frag
@@ -4,20 +4,20 @@ varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
+varying highp vec3 lightPosition_wrld_frag;
uniform sampler2D textureSampler;
-uniform highp vec3 lightPosition_wrld;
uniform highp float lightStrength;
uniform highp float ambientStrength;
-uniform highp vec3 lightColor;
+uniform highp vec4 lightColor;
void main() {
highp vec2 gradientUV = vec2(0.0, (coords_mdl.y + 1.0) / 2.0);
highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz;
- highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor;
- highp vec3 materialSpecularColor = lightColor;
+ highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor;
+ highp vec3 materialSpecularColor = lightColor.rgb;
- highp float distance = length(lightPosition_wrld - position_wrld);
+ highp float distance = length(lightPosition_wrld_frag - position_wrld);
highp vec3 n = normalize(normal_cmr);
highp vec3 l = normalize(lightDirection_cmr);