Corrected ambient lighting calculation

This commit is contained in:
Nipun Ramani
2021-10-17 18:30:59 +05:30
parent a11954e474
commit 89f3a18dd0
4 changed files with 4 additions and 4 deletions

View File

@@ -36,7 +36,7 @@ void main()
vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3);
// ambient
vec3 ambient = 0.3 * color;
vec3 ambient = 0.3 * lightColor;
// diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0);

View File

@@ -56,7 +56,7 @@ void main()
vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3);
// ambient
vec3 ambient = 0.3 * color;
vec3 ambient = 0.3 * lightColor;
// diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0);

View File

@@ -41,7 +41,7 @@ void main()
vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3);
// ambient
vec3 ambient = 0.3 * color;
vec3 ambient = 0.3 * lightColor;
// diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0);

View File

@@ -85,7 +85,7 @@ void main()
vec3 normal = normalize(fs_in.Normal);
vec3 lightColor = vec3(0.3);
// ambient
vec3 ambient = 0.3 * color;
vec3 ambient = 0.3 * lightColor;
// diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0);