struct LightParams
{
- uniform vec3 ambient;
- uniform vec3 color;
- uniform float intensity;
- uniform vec3 dir;
+ vec3 ambient;
+ vec3 color;
+ float intensity;
+ vec3 dir;
};
uniform LightParams light;
uniform vec3 material_color;
/* Expected output: fragment
struct LightParams
{
- uniform vec3 ambient;
- uniform vec3 color;
- uniform float intensity;
- uniform vec3 dir;
+ vec3 ambient;
+ vec3 color;
+ float intensity;
+ vec3 dir;
};
uniform LightParams light;
uniform vec3 material_color;
in vec3 _vs_out_normal;
void main()
{
- frag_color = vec4(material_color*(light.ambient+light.color*light.intensity*max(dot(light.dir, normalize(_vs_out_normal)), 0.0))*float(texture(occlusion_map, _vs_out_texcoord)), 1.0);
+ frag_color = vec4(material_color*(light.ambient+light.color*light.intensity*max(dot(light.dir, normalize(_vs_out_normal)), 0.0))*float(texture(occlusion_map, _vs_out_texcoord).x), 1.0);
}
*/