"n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
"l!n", "\tvec3 n_normal = normalize(v_normal);\n",
"l", "\tfloat l_diffuse = max(dot(n_normal, normalize(v_light_dir)), 0.0);\n",
- "p", "\tvec3 half = normalize(v_eye_dir+v_light_dir);\n",
- "p", "\tfloat l_specular = pow(max(dot(half, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
+ "p", "\tvec3 half_dir = normalize(v_eye_dir+v_light_dir);\n",
+ "p", "\tfloat l_specular = pow(max(dot(half_dir, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
"s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
0, "\tgl_FragColor = ",
"!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",