Commit ff6ddbb2 authored by Sebastian Eichelbaum's avatar Sebastian Eichelbaum

[FIX] fixed somehow not working light calculation in LIC

parent e7c6b10b
......@@ -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 );
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment