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author | iurii <[email protected]> | 2024-09-07 14:27:01 +0200 |
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committer | iurii <[email protected]> | 2024-09-07 14:27:01 +0200 |
commit | e4e90e53f02f6a431422c7790a7df34d396a3c6a (patch) | |
tree | 448dc3a12af3d25a63d030976adb41dff37f55d2 /res/shaders | |
parent | c5bf2b9de1504e60c007d3a166beb45c1eab64e9 (diff) | |
download | funhalla-e4e90e53f02f6a431422c7790a7df34d396a3c6a.tar.gz |
specular mapping
Diffstat (limited to '')
-rw-r--r-- | res/shaders/colors.fs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/res/shaders/colors.fs b/res/shaders/colors.fs index a486a92..6a42cbd 100644 --- a/res/shaders/colors.fs +++ b/res/shaders/colors.fs @@ -4,7 +4,7 @@ out vec4 FragColor; struct Material { sampler2D diffuse; - vec3 specular; + sampler2D specular; float shininess; }; @@ -39,7 +39,7 @@ void main() { 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.specular * (spec * material.specular); + vec3 specular = light.specular * spec * texture(material.specular, TexCoords).rgb; vec3 result = ambient + diffuse + specular; FragColor = vec4(result, 1.0); |