X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fsinglepass.glsl;fp=shaderlib%2Fsinglepass.glsl;h=ff421ea0287ccfabeacdf651eae590b719c573ac;hb=3500f13f51dabadd2e7f06b81820936520cc8115;hp=f782f3dad543ead82db5c583d3ebfbcfe955132e;hpb=5ee6399ae7d274a9c78701d79c730f3dd7145812;p=libs%2Fgl.git diff --git a/shaderlib/singlepass.glsl b/shaderlib/singlepass.glsl index f782f3da..ff421ea0 100644 --- a/shaderlib/singlepass.glsl +++ b/shaderlib/singlepass.glsl @@ -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;