diff --git a/files/shaders/lighting.glsl b/files/shaders/lighting.glsl index e67ed295a..d234aaaad 100644 --- a/files/shaders/lighting.glsl +++ b/files/shaders/lighting.glsl @@ -3,12 +3,12 @@ void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient) { vec3 lightDir; - float lightDistance; + float lightDistance; lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w); lightDistance = length(lightDir); lightDir = normalize(lightDir); - float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0); + float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0); ambientOut = ambient * gl_LightSource[lightIndex].ambient.xyz * illumination; diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination; @@ -38,7 +38,7 @@ vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadow lightResult.xyz += ambientLight + diffuseLight * shadowing; #else shadowDiffuse = diffuseLight; - lightResult.xyz += ambientLight; + lightResult.xyz += ambientLight; #endif for (int i=1; i