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Commit 5db6bca7 authored by Martin Storsjo's avatar Martin Storsjo
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Calculate specular lighting correctly

Since the lighting calculations are done in object space, the vector
from the object to the viewer also needs to be transformed to object
space.
parent 5b891948
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+1 −0
Original line number Diff line number Diff line
@@ -285,6 +285,7 @@ struct light_t {
    vec4_t      normalizedObjPosition;
    vec4_t      spotDir;
    vec4_t      normalizedSpotDir;
    vec4_t      objViewer;
    GLfixed     spotExp;
    GLfixed     spotCutoff;
    GLfixed     spotCutoffCosine;