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authorZou Nan hai <nanhai.zou@intel.com>2007-06-21 10:22:28 +0800
committerZou Nan hai <nanhai.zou@intel.com>2007-06-21 10:22:28 +0800
commitd19d0596daf004b56d80f78fa1a329b43c2ebf94 (patch)
tree24a911efdfe23a8e4cbec85d519875d78eb64be6 /progs/glsl/CH11-bumpmap.frag.txt
parent58eac1bbf320b4104c3158aaeca4726f1a59daf9 (diff)
support branch and loop in pixel shader
most of the sample working with some small modification
Diffstat (limited to 'progs/glsl/CH11-bumpmap.frag.txt')
-rw-r--r--progs/glsl/CH11-bumpmap.frag.txt2
1 files changed, 1 insertions, 1 deletions
diff --git a/progs/glsl/CH11-bumpmap.frag.txt b/progs/glsl/CH11-bumpmap.frag.txt
index 063576f5a3..1467f767ec 100644
--- a/progs/glsl/CH11-bumpmap.frag.txt
+++ b/progs/glsl/CH11-bumpmap.frag.txt
@@ -33,7 +33,7 @@ void main()
litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
vec3 reflectDir = reflect(LightDir, normDelta);
- float spec = max(dot(EyeDir, reflectDir), 0.0);
+ float spec = max(dot(normalize(EyeDir), reflectDir), 0.0);
spec *= SpecularFactor;
litColor = min(litColor + spec, vec3(1.0));