diff options
author | enricoturri1966 <enricoturri@seznam.cz> | 2020-04-08 10:00:08 +0300 |
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committer | enricoturri1966 <enricoturri@seznam.cz> | 2020-04-08 10:00:08 +0300 |
commit | bac10311bcb6ac47c71a6932bbcfcc8eb5dc30bf (patch) | |
tree | f5d0da474f79c1028a7ee8883fd7dd0548c7ec92 /resources | |
parent | c887ecfefaeb627f656f4bc007f897b027dcf90a (diff) |
Follow-up of c887ecfefaeb627f656f4bc007f897b027dcf90a -> Removed unneded assignements from shaders
Diffstat (limited to 'resources')
-rw-r--r-- | resources/shaders/gouraud.vs | 4 | ||||
-rw-r--r-- | resources/shaders/variable_layer_height.vs | 4 |
2 files changed, 2 insertions, 6 deletions
diff --git a/resources/shaders/gouraud.vs b/resources/shaders/gouraud.vs index a790b5d9e..2644d48e4 100644 --- a/resources/shaders/gouraud.vs +++ b/resources/shaders/gouraud.vs @@ -62,10 +62,8 @@ void main() float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = 0.0; - vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; - intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); + intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); // Perform the same lighting calculation for the 2nd light source (no specular applied). NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); diff --git a/resources/shaders/variable_layer_height.vs b/resources/shaders/variable_layer_height.vs index 221cb5407..0e966b081 100644 --- a/resources/shaders/variable_layer_height.vs +++ b/resources/shaders/variable_layer_height.vs @@ -32,10 +32,8 @@ void main() float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = 0.0; - vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; - intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); + intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); // Perform the same lighting calculation for the 2nd light source (no specular) NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); |