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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 /res/shaders
parent4009a194178f1f85bf8936faeca2bf14dcff2c08 (diff)
downloadfunhalla-6add0f74e9c8a0a1b1252a8bab01a2d677555e63.tar.gz
update shader to struct
Diffstat (limited to '')
-rw-r--r--res/shaders/colors.fs9
1 files changed, 5 insertions, 4 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);
 }
+