]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/phong.glsl
Always apply push constants
[libs/gl.git] / shaderlib / phong.glsl
index ed091ce9a9374d0646ca900b9ca6210fd4be9dfb..080c904895668f1e985a893ef959fb467ee0a91d 100644 (file)
@@ -30,8 +30,6 @@ layout(constant_id=auto) const bool use_emission = false;
 layout(constant_id=auto) const bool use_emission_map = false;
 layout(constant_id=auto) const bool use_reflectivity = false;
 layout(constant_id=auto) const bool use_reflectivity_map = false;
-layout(constant_id=auto) const bool use_sky = false;
-layout(constant_id=auto) const bool use_fog = false;
 
 #pragma MSP stage(fragment)
 virtual vec4 get_diffuse_color()
@@ -99,7 +97,7 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s
                if(light_sources[i].type!=0)
                {
                        IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
-                       float shadow = get_shadow_factor(i);
+                       float shadow = get_shadow_factor(i, world_vertex);
                        color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
                }