X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=004232acd503e4c76c607ca6206f2f4e228cdef1;hb=adc26a2e141a2853b6c5025130c46a46cece4b84;hp=482f895b44e3e80e50e92586a5c2144319b110c7;hpb=a3c33df71e507380100069ad7ef802b61de351bb;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 482f895b..004232ac 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -85,10 +85,8 @@ vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3 vec3 color = light_color*surface_diffuse*diffuse_intensity; if(use_specular) { - /* The light vector points towards the light, so reflected will point - towards the surface - but so does the look vector. */ - vec3 reflected = reflect(light, normal); - float specular_intensity = pow(max(dot(reflected, look), 0.0), shininess); + vec3 reflected = reflect(look, normal); + float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess); color += light_color*surface_specular*specular_intensity; } return color; @@ -96,15 +94,14 @@ vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3 vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess) { - vec3 light; - if(use_normal_map) - light = normalize(tbn_light_dir); - else - light = normalize(eye_light_dir); - vec3 color = phong_ambient(surface_diffuse); - float shadow = get_shadow_factor(0); - color += phong_one_light(light, normal, look, light_sources[0].diffuse.rgb, surface_diffuse, surface_specular, shininess)*shadow; + for(int i=0; i