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authorHampusM <hampus@hampusmat.com>2025-01-21 17:58:18 +0100
committerHampusM <hampus@hampusmat.com>2025-01-21 17:58:18 +0100
commit912ce3cc3890c698793691caa13c29df0723e16f (patch)
treec7fc7ea03ab0b71f07ea9c9f0f5daf189b6a6cf3 /engine/src/renderer/opengl/glsl
parent6249b9e2f450257e71baafb7af4a47c4eccaeb9e (diff)
feat(engine): use blinn-phong lighting instead of phong lighting
Diffstat (limited to 'engine/src/renderer/opengl/glsl')
-rw-r--r--engine/src/renderer/opengl/glsl/light.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/engine/src/renderer/opengl/glsl/light.glsl b/engine/src/renderer/opengl/glsl/light.glsl
index 1bc23a4..f12b5fe 100644
--- a/engine/src/renderer/opengl/glsl/light.glsl
+++ b/engine/src/renderer/opengl/glsl/light.glsl
@@ -80,10 +80,10 @@ vec3 calc_specular_light(
{
vec3 view_direction = normalize(view_pos - frag_pos);
- vec3 reflect_direction = reflect(-light_dir, norm);
+ vec3 halfway_direction = normalize(light_dir + view_direction);
float spec =
- pow(max(dot(view_direction, reflect_direction), 0.0), material.shininess);
+ pow(max(dot(norm, halfway_direction), 0.0), material.shininess);
return light_phong.specular * (
spec * (vec3(texture(material.specular_map, texture_coords)) * material.specular)