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mv_light_direction is a better name

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1 parent 0c4c216 commit 5af46794ff3c715bf2f1d6704b9f935907f2ae73 @jckarter committed Jul 8, 2010
Showing with 3 additions and 3 deletions.
  1. +3 −3 flag.f.glsl
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6 flag.f.glsl
@@ -15,14 +15,14 @@ const vec4 light_specular = vec4(1.0, 1.0, 1.0, 1.0);
void main()
{
- vec3 light_eye_direction = (mv_matrix * vec4(light_direction, 0.0)).xyz,
+ vec3 mv_light_direction = (mv_matrix * vec4(light_direction, 0.0)).xyz,
normal = normalize(frag_normal),
eye = normalize(frag_position),
- reflection = reflect(light_eye_direction, normal);
+ reflection = reflect(mv_light_direction, normal);
vec4 frag_diffuse = texture2D(texture, frag_texcoord);
vec4 diffuse_factor
- = max(-dot(normal, light_eye_direction), 0.0) * light_diffuse;
+ = max(-dot(normal, mv_light_direction), 0.0) * light_diffuse;
vec4 ambient_diffuse_factor
= diffuse_factor + light_ambient;
vec4 specular_factor

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