|
@@ -62,10 +62,8 @@ void main()
|
|
|
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
|
|
|
|
|
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
|
- intensity.y = 0.0;
|
|
|
-
|
|
|
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
|
- intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
|
+ intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
|
|
|
|
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
|
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|