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Former-commit-id: a1b55409963e5b84aef01140232781911dce2854
Jérémie Dumas 7 ani în urmă
părinte
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7cb8b4d85e
1 a modificat fișierele cu 17 adăugiri și 17 ștergeri
  1. 17 17
      include/igl/opengl/MeshGL.cpp

+ 17 - 17
include/igl/opengl/MeshGL.cpp

@@ -217,23 +217,23 @@ R"(#version 150
   out vec4 outColor;
   out vec4 outColor;
   void main()
   void main()
   {
   {
-  vec3 Ia = La * vec3(Kai);    // ambient intensity
-
-  vec3 vector_to_light_eye = light_position_eye - position_eye;
-  vec3 direction_to_light_eye = normalize (vector_to_light_eye);
-  float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
-  float clamped_dot_prod = max (dot_prod, 0.0);
-  vec3 Id = Ld * vec3(Kdi) * clamped_dot_prod;    // Diffuse intensity
-
-  vec3 reflection_eye = reflect (-direction_to_light_eye, normalize(normal_eye));
-  vec3 surface_to_viewer_eye = normalize (-position_eye);
-  float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);
-  dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);
-  float specular_factor = pow (dot_prod_specular, specular_exponent);
-  vec3 Is = Ls * vec3(Ksi) * specular_factor;    // specular intensity
-  vec4 color = vec4(lighting_factor * (Is + Id) + Ia + (1.0-lighting_factor) * vec3(Kdi),(Kai.a+Ksi.a+Kdi.a)/3);
-  outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;
-  if (fixed_color != vec4(0.0)) outColor = fixed_color;
+    vec3 Ia = La * vec3(Kai);    // ambient intensity
+
+    vec3 vector_to_light_eye = light_position_eye - position_eye;
+    vec3 direction_to_light_eye = normalize (vector_to_light_eye);
+    float dot_prod = dot (direction_to_light_eye, normalize(normal_eye));
+    float clamped_dot_prod = max (dot_prod, 0.0);
+    vec3 Id = Ld * vec3(Kdi) * clamped_dot_prod;    // Diffuse intensity
+
+    vec3 reflection_eye = reflect (-direction_to_light_eye, normalize(normal_eye));
+    vec3 surface_to_viewer_eye = normalize (-position_eye);
+    float dot_prod_specular = dot (reflection_eye, surface_to_viewer_eye);
+    dot_prod_specular = float(abs(dot_prod)==dot_prod) * max (dot_prod_specular, 0.0);
+    float specular_factor = pow (dot_prod_specular, specular_exponent);
+    vec3 Is = Ls * vec3(Ksi) * specular_factor;    // specular intensity
+    vec4 color = vec4(lighting_factor * (Is + Id) + Ia + (1.0-lighting_factor) * vec3(Kdi),(Kai.a+Ksi.a+Kdi.a)/3);
+    outColor = mix(vec4(1,1,1,1), texture(tex, texcoordi), texture_factor) * color;
+    if (fixed_color != vec4(0.0)) outColor = fixed_color;
   }
   }
 )";
 )";