]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/singlepass.glsl
Rename Lighting::sky_direction to zenith_direction
[libs/gl.git] / shaderlib / singlepass.glsl
index a1062fed7125bd2f69886e33c3d9a61bec25b7a3..a80ca339147c028f3200fcbd2e8a2d792819f187 100644 (file)
@@ -43,7 +43,7 @@ uniform Lighting
        LightSourceParameters light_sources[1];
        vec4 ambient_color;
        vec4 sky_color;
-       vec3 eye_sky_dir;
+       vec3 eye_zenith_dir;
        float horizon_limit;
        vec4 fog_color;
        float fog_density;
@@ -113,7 +113,7 @@ void singlepass_transform_and_lighting()
                ldir = ldir*eye_tbn_matrix;
        out vec3 light_dir = ldir;
 
-       out vec3 tbn_sky_dir = eye_sky_dir*eye_tbn_matrix;
+       out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
        out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
        out float fog_coord = eye_vertex.z;
 
@@ -156,12 +156,12 @@ vec3 singlepass_lighting()
        vec3 ambient_light = ambient_color.rgb;
        if(use_sky)
        {
-               vec3 sky_dir;
+               vec3 zenith_dir;
                if(use_normal_map)
-                       sky_dir = tbn_sky_dir;
+                       zenith_dir = tbn_zenith_dir;
                else
-                       sky_dir = eye_sky_dir;
-               float skylight_intensity = dot(normal, sky_dir)*0.5+0.5;
+                       zenith_dir = eye_zenith_dir;
+               float skylight_intensity = dot(normal, zenith_dir)*0.5+0.5;
                ambient_light += skylight_intensity*sky_color.rgb;
        }