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authoriurii <[email protected]>2024-09-05 22:46:40 +0200
committeriurii <[email protected]>2024-09-05 22:46:40 +0200
commit6add0f74e9c8a0a1b1252a8bab01a2d677555e63 (patch)
tree3fcde746673a7b3c8b4ff5c748f061b26423e979
parent4009a194178f1f85bf8936faeca2bf14dcff2c08 (diff)
downloadfunhalla-6add0f74e9c8a0a1b1252a8bab01a2d677555e63.tar.gz
update shader to struct
-rw-r--r--res/shaders/colors.fs9
-rw-r--r--src/main.odin2
2 files changed, 6 insertions, 5 deletions
diff --git a/res/shaders/colors.fs b/res/shaders/colors.fs
index 8d51645..df02754 100644
--- a/res/shaders/colors.fs
+++ b/res/shaders/colors.fs
@@ -2,7 +2,7 @@
 struct Material {
   vec3 ambient;
   vec3 diffuse;
-  vec3 specula;
+  vec3 specular;
   float shininess;
 };
 
@@ -20,19 +20,20 @@ uniform Material material;
 void main() {
   // ambient
   vec3 ambient = light_color * material.ambient;
-  
+
   // diffuse
   vec3 norm = normalize(Normal);
   vec3 light_dir = normalize(light_position - FragPos);
   float diff = max(dot(norm, light_dir), 0.0);
   vec3 diffuse = light_color * (diff * material.diffuse);
-  
+
   // specular
   vec3 view_dir = normalize(view_position - FragPos);
   vec3 reflect_dir = reflect(-light_dir, norm);
   float spec = pow(max(dot(view_dir, reflect_dir), 0.0), material.shininess);
   vec3 specular = light_color * (spec * material.specular);
-  
+
   vec3 result = ambient + diffuse + specular;
   FragColor = vec4(result, 1.0);
 }
+
diff --git a/src/main.odin b/src/main.odin
index a21a891..ea37cc0 100644
--- a/src/main.odin
+++ b/src/main.odin
@@ -399,11 +399,11 @@ main :: proc() {
 
 		shader.use(lighting_shader)
 		light_color := Vec3{1.0, 1.0, 1.0}
-		shader.set_vec3(lighting_shader, cstring("light_color"), &light_color)
 
 		material_ambient := Vec3{1.0, 0.5, 0.31}
 		material_diffuse := Vec3{1.0, 0.5, 0.31}
 		material_specular := Vec3{0.5, 0.5, 0.5}
+		shader.set_vec3(lighting_shader, cstring("light_color"), &light_color)
 		shader.set_vec3(lighting_shader, cstring("material.ambient"), &material_ambient)
 		shader.set_vec3(lighting_shader, cstring("material.diffuse"), &material_diffuse)
 		shader.set_vec3(lighting_shader, cstring("material.specular"), &material_specular)