From 5b2691e7447dc8f5f82a0a14332b3452273669b3 Mon Sep 17 00:00:00 2001 From: AnyOldName3 Date: Fri, 15 Mar 2019 17:44:52 +0000 Subject: [PATCH] Actually use specular shininess parameter instead of hardcoded value. --- files/shaders/lighting.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/files/shaders/lighting.glsl b/files/shaders/lighting.glsl index 90d849472..6de34bc07 100644 --- a/files/shaders/lighting.glsl +++ b/files/shaders/lighting.glsl @@ -78,5 +78,5 @@ vec3 getSpecular(vec3 viewNormal, vec3 viewDirection, float shininess, vec3 matS if (NdotL < 0.0) return vec3(0.,0.,0.); vec3 halfVec = normalize(lightDir - viewDirection); - return pow(max(dot(viewNormal, halfVec), 0.0), 128.) * gl_LightSource[0].specular.xyz * matSpec; + return pow(max(dot(viewNormal, halfVec), 0.0), shininess) * gl_LightSource[0].specular.xyz * matSpec; }