Multiply ambient component with diffuse's surface (albedo) color.

This commit is contained in:
Joey de Vries
2016-12-05 22:21:11 +01:00
parent 47048b9840
commit 5a17132991

View File

@@ -27,7 +27,7 @@ void main()
float AmbientOcclusion = texture(ssao, TexCoords).r;
// Then calculate lighting as usual
vec3 ambient = vec3(0.3 * AmbientOcclusion);
vec3 ambient = vec3(0.3 * Diffuse * AmbientOcclusion);
vec3 lighting = ambient;
vec3 viewDir = normalize(-FragPos); // Viewpos is (0.0.0)
// Diffuse