|
@@ -34,9 +34,7 @@ void main()
|
|
|
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
|
|
|
|
|
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
|
- float width = 1.5 * i_scales.x;
|
|
|
- float height = 1.5 * i_scales.y;
|
|
|
- vec4 world_position = vec4(v_position * vec3(vec2(width), height) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
|
|
|
+ vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
|
|
|
vec3 eye_position = (gl_ModelViewMatrix * world_position).xyz;
|
|
|
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
|
|