Commit 63080c52 authored by Sebastian Eichelbaum's avatar Sebastian Eichelbaum

[FIX] the previous light fix was not a fix. This is the real fix. I missed to...

[FIX] the previous light fix was not a fix. This is the real fix. I missed to mult the normal with the normnal matrix.
parent 8267978c
......@@ -127,7 +127,7 @@ void main()
#endif
// calculate lighting for the surface
float light = blinnPhongIlluminationIntensity( normalize( v_normalProjected ) );
float light = blinnPhongIlluminationIntensity( normalize( v_normal ) );
// MPI PAper Hack: {
// vec4 cmap = colormapping();
......
......@@ -94,7 +94,7 @@ void main()
gl_TexCoord[0] = gl_TextureMatrix[0] * vertex;
// some light precalculations
v_normal = gl_Normal;
v_normal = gl_NormalMatrix * gl_Normal;
// NOTE: we normalize the vec here although we need to normalize it again in the fragment shader since the projected vector might be very
// small and we want to avoid numerical issues when interpolating.
......
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