diff --git a/src/modules/imageSpaceLIC/shaders/WMImageSpaceLIC-Transformation-fragment.glsl b/src/modules/imageSpaceLIC/shaders/WMImageSpaceLIC-Transformation-fragment.glsl index fcaf18213cb619c93d39ba9cf298e5e4db7402da..b096f0a4ffbbe0be3204863e0a67a27028764fbb 100644 --- a/src/modules/imageSpaceLIC/shaders/WMImageSpaceLIC-Transformation-fragment.glsl +++ b/src/modules/imageSpaceLIC/shaders/WMImageSpaceLIC-Transformation-fragment.glsl @@ -84,19 +84,6 @@ void main() float noise3D = 1.0; #endif - // calculate lighting for the surface - // TODO(ebaum): material properties should be used instead - float light = blinnPhongIlluminationIntensity( - 0.2, - 1.0, - 1.3, - 10.0, - 1.0, - 0.3, - -normalize( v_normal ), - normalize( v_viewDir ), - normalize( v_lightSource ) ); - #ifdef VECTORDATA // get the current vector at this position vec3 vec = texture3DUnscaled( u_texture0Sampler, gl_TexCoord[0].xyz, u_texture0Min, u_texture0Scale ).rgb; @@ -139,6 +126,9 @@ void main() #endif + // calculate lighting for the surface + float light = blinnPhongIlluminationIntensity( normalize( v_normalProjected ) ); + // MPI PAper Hack: { // vec4 cmap = colormapping(); // gl_FragData[1] = vec4( vec3( cmap.r ), 1.0 );