X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=570024ab1b5aaa27f22c8796a05d2353c8349511;hp=482f895b44e3e80e50e92586a5c2144319b110c7;hb=4c11957c4e26b2c369f0399c85bafcb6eb58edd4;hpb=0ae56cb38a715c36c279a4f07ff4562830176dec diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 482f895b..570024ab 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -85,10 +85,8 @@ vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3 vec3 color = light_color*surface_diffuse*diffuse_intensity; if(use_specular) { - /* The light vector points towards the light, so reflected will point - towards the surface - but so does the look vector. */ - vec3 reflected = reflect(light, normal); - float specular_intensity = pow(max(dot(reflected, look), 0.0), shininess); + vec3 reflected = reflect(look, normal); + float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess); color += light_color*surface_specular*specular_intensity; } return color;