From 912ce3cc3890c698793691caa13c29df0723e16f Mon Sep 17 00:00:00 2001 From: HampusM Date: Tue, 21 Jan 2025 17:58:18 +0100 Subject: feat(engine): use blinn-phong lighting instead of phong lighting --- engine/src/renderer/opengl/glsl/light.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'engine') 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) -- cgit v1.2.3-18-g5258