X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=7d8dc295bc93ad95f26ef3d01143c63ec7d3ecb7;hb=e03a752116ab28283bf89dddf1228804cc853a7b;hp=6b6de6ff17b3416219833202cfa9f626d384d5a5;hpb=615f1717f32064a7adb2b848e8646c2c3cf11f61;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 6b6de6ff..7d8dc295 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -94,11 +94,7 @@ 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 light = normalize(world_light_dir); vec3 color = phong_ambient(surface_diffuse); float shadow = get_shadow_factor(0); @@ -115,18 +111,8 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s void main() { - vec3 normal; - vec3 look; - if(use_normal_map) - { - normal = get_fragment_normal(); - look = normalize(tbn_look_dir); - } - else - { - normal = normalize(eye_normal); - look = normalize(eye_look_dir); - } + vec3 normal = get_fragment_normal(); + vec3 look = normalize(world_look_dir); vec4 surface_diffuse = get_diffuse_color(); vec3 surface_specular = get_specular_color();