From 9bc0e9b4b7b13a47dce3113087629a4cd8417e64 Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Wed, 17 Jun 2020 10:13:52 +0400 Subject: [PATCH] Fix typos in shaders --- files/shaders/objects_fragment.glsl | 2 +- files/shaders/terrain_fragment.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/files/shaders/objects_fragment.glsl b/files/shaders/objects_fragment.glsl index ece53f047..d5716c378 100644 --- a/files/shaders/objects_fragment.glsl +++ b/files/shaders/objects_fragment.glsl @@ -187,7 +187,7 @@ void main() if (matSpec != vec3(0.0)) { -#if (!normalMap && !@parallax && !forcePPL) +#if (!@normalMap && !@parallax && !@forcePPL) vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); #endif gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing; diff --git a/files/shaders/terrain_fragment.glsl b/files/shaders/terrain_fragment.glsl index 21e50b4e9..7409ce045 100644 --- a/files/shaders/terrain_fragment.glsl +++ b/files/shaders/terrain_fragment.glsl @@ -96,7 +96,7 @@ void main() if (matSpec != vec3(0.0)) { -#if (!normalMap && !@parallax && !forcePPL) +#if (!@normalMap && !@parallax && !@forcePPL) vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); #endif gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;