diff options
author | David Thompson <dthompson2@worcester.edu> | 2021-08-12 07:42:22 -0400 |
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committer | David Thompson <dthompson2@worcester.edu> | 2021-08-12 07:42:22 -0400 |
commit | caf243c60f84850a9a70c94db577dd2322a782fa (patch) | |
tree | 967f4d410359d3ba67d51afd6f8bdf171185ad9a /data/shaders/pbr-frag.glsl | |
parent | d6b38a8357a5e7151e38c96047ff8d7f32c4b958 (diff) |
graphics: Refactor model/phong/pbr modules to use new mesh module.
Diffstat (limited to 'data/shaders/pbr-frag.glsl')
-rw-r--r-- | data/shaders/pbr-frag.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/data/shaders/pbr-frag.glsl b/data/shaders/pbr-frag.glsl index a941a29..478c40a 100644 --- a/data/shaders/pbr-frag.glsl +++ b/data/shaders/pbr-frag.glsl @@ -53,7 +53,7 @@ out vec4 fragColor; uniform Material material; uniform Light lights[MAX_LIGHTS]; -uniform vec4 ambientLightColor; +uniform vec4 ambientLight; uniform bool vertexColored; uniform vec3 cameraPosition; uniform sampler2D baseColorTexture; @@ -386,7 +386,7 @@ void main(void) { // is dampened by the ambient occlusion factor. // // TODO: Use image based lighting. - color += ambientLightColor.rgb * albedo * ambientOcclusion; + color += ambientLight.rgb * albedo * ambientOcclusion; // Apply Reinhard tone mapping to convert our high dynamic range // color value to low dynamic range. All of the lighting // calculations stacked on top of each other is likely to create |