"uniform sampler2D texture2;\n"
"uniform sampler2D normalmap2;\n"
"attribute float ground_type;\n"
- "fragment vec4 tex_sample = mix(texture2D(texture1, texture_coord*3.0), texture2D(texture2, texture_coord), ground_type);\n"
+ "fragment vec4 diffuse_sample = mix(texture2D(texture1, texture_coord*3.0), texture2D(texture2, texture_coord), ground_type);\n"
"fragment vec3 normal_sample = mix(texture2D(normalmap1, texture_coord*3.0).rgb, texture2D(normalmap2, texture_coord).rgb, ground_type);\n";
const char DesertPillars::cube_variables[] =
cube_material.set_diffuse(GL::Color(0.5, 0.5, 0.55));
cube_material.set_ambient(GL::Color(0.5, 0.5, 0.55));
cube_material.set_specular(GL::Color(1.0));
- cube_material.set_shininess(150);
+ cube_material.set_shininess(120);
+ cube_material.set_reflectivity(0.5);
// First create a simplified shader for rendering the shadow map
GL::ProgramBuilder::StandardFeatures features;
DesertPillars::Cube::Cube(const GL::Object &obj):
GL::AnimatedObject(obj)
-{
- shdata.uniform("reflectivity", 0.5f);
-}
+{ }
void DesertPillars::Cube::set_spherify(float s)
{