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-rw-r--r--data/shaders/pbr-frag.glsl4
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