]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/singlepass.glsl
Redesign the material system
[libs/gl.git] / shaderlib / singlepass.glsl
index f782f3dad543ead82db5c583d3ebfbcfe955132e..ff421ea0287ccfabeacdf651eae590b719c573ac 100644 (file)
@@ -101,23 +101,23 @@ vec3 singlepass_lighting()
        vec3 diffuse_light = diffuse_intensity*light_sources[0].diffuse.rgb;
 
        vec3 half_vec = normalize(light_dir-incident_dir);
-       float specular_intensity = pow(max(dot(half_vec, normal), 0.0), material.shininess);
+       float specular_intensity = pow(max(dot(half_vec, normal), 0.0), basic_material.shininess);
        if(use_shadow_map)
                specular_intensity *= shadow_intensity;
        vec3 specular_light = specular_intensity*light_sources[0].specular.rgb;
 
-       vec3 result = material.ambient.rgb*ambient_light+material.diffuse.rgb*diffuse_light;
+       vec3 result = basic_material.diffuse.rgb*ambient_light+basic_material.diffuse.rgb*diffuse_light;
        if(use_diffuse_map)
                result *= diffuse_sample.rgb;
        if(use_specular)
-               result += material.specular.rgb*specular_light;
+               result += basic_material.specular.rgb*specular_light;
 
        return result;
 }
 
 float singlepass_transparency()
 {
-       float alpha = material.diffuse.a;
+       float alpha = basic_material.diffuse.a;
        if(use_diffuse_map)
                alpha *= diffuse_sample.a;
        return alpha;