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fixed terrain rendering - visualized normals
[demo]
/
gl_shaders
/
default.f.glsl
diff --git
a/gl_shaders/default.f.glsl
b/gl_shaders/default.f.glsl
index
490efab
..
98cf032
100644
(file)
--- a/
gl_shaders/default.f.glsl
+++ b/
gl_shaders/default.f.glsl
@@
-26,6
+26,7
@@
void main()
float cspec = pow(max(dot(r, vdir), 0.0), shininess);
vec4 texel = texture2D(tex, tex_coord);
float cspec = pow(max(dot(r, vdir), 0.0), shininess);
vec4 texel = texture2D(tex, tex_coord);
- color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
+ //color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
+ color.xyz = diffuse.xyz * cdiff + specular.xyz * cspec;
color.w = 1.0;
}
color.w = 1.0;
}