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-rw-r--r--data/shaders/phong-frag.glsl5
1 files changed, 4 insertions, 1 deletions
diff --git a/data/shaders/phong-frag.glsl b/data/shaders/phong-frag.glsl
index c1a19c1..2d70fda 100644
--- a/data/shaders/phong-frag.glsl
+++ b/data/shaders/phong-frag.glsl
@@ -50,6 +50,9 @@ const float GAMMA = 2.2;
vec4 texture(sampler2D tex, vec2 coord) {
return texture2D(tex, coord);
}
+vec4 texture(samplerCube tex, vec3 coord) {
+ return textureCube(tex, coord);
+}
#endif
vec3 gammaCorrect(vec3 color) {
@@ -161,7 +164,7 @@ void main() {
// Apply image based ambient lighting.
float fresnel = pow(1.0 - clamp(dot(viewDir, normal), 0.0, 1.0), 5);
float roughness = 1.0 - (material.shininess / 1000.0);
- vec3 ambientDiffuse = textureCube(skybox, normal).rgb * diffuseColor;
+ vec3 ambientDiffuse = texture(skybox, normal).rgb * diffuseColor;
vec3 ambientSpecular = textureLod(skybox, reflection, roughness * 7.0).rgb * fresnel;
vec3 ambientColor = (ambientDiffuse + ambientSpecular) * ambientOcclusion;
color += ambientColor;