X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fsinglepass.glsl;fp=shaderlib%2Fsinglepass.glsl;h=a80ca339147c028f3200fcbd2e8a2d792819f187;hb=0c1e15e36a46bada35b905b2bdd35f6f48ce7cb0;hp=a1062fed7125bd2f69886e33c3d9a61bec25b7a3;hpb=6109322ffc5dec1a777807fcbefacafe94d1d5eb;p=libs%2Fgl.git diff --git a/shaderlib/singlepass.glsl b/shaderlib/singlepass.glsl index a1062fed..a80ca339 100644 --- a/shaderlib/singlepass.glsl +++ b/shaderlib/singlepass.glsl @@ -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; }