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author | Erik Faye-Lund <erik.faye-lund@collabora.com> | 2020-09-07 18:30:29 +0200 |
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committer | Erik Faye-Lund <erik.faye-lund@collabora.com> | 2020-09-14 11:05:31 +0000 |
commit | 8c1bc349f0de68d242bb5af6c8c5d260d01a9470 (patch) | |
tree | f9df6065b36e2de82253eebc805275ab6403571e | |
parent | 9c095ff0e359d3f3bbc1d15f399723c26e66a770 (diff) |
egl: match lighting of wglgears
glxgears uses the default value for ambient light, which is 0.2. We
should do the same. This makes these two demos look the same.
Reviewed-by: Adam Jackson <ajax@redhat.com>
-rw-r--r-- | src/egl/opengles2/es2gears.c | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/src/egl/opengles2/es2gears.c b/src/egl/opengles2/es2gears.c index 39dc9a20..4a29c8f5 100644 --- a/src/egl/opengles2/es2gears.c +++ b/src/egl/opengles2/es2gears.c @@ -624,10 +624,12 @@ static const char vertex_shader[] = " // The LightSourcePosition is actually its direction for directional light\n" " vec3 L = normalize(LightSourcePosition.xyz);\n" "\n" +" float diffuse = max(dot(N, L), 0.0);\n" +" float ambient = 0.2;\n" +"\n" " // Multiply the diffuse value by the vertex color (which is fixed in this case)\n" " // to get the actual color that we will use to draw this vertex with\n" -" float diffuse = max(dot(N, L), 0.0);\n" -" Color = diffuse * MaterialColor;\n" +" Color = (ambient + diffuse) * MaterialColor;\n" "\n" " // Transform the position to clip coordinates\n" " gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);\n" |