Fix shader typo (ambien->ambient)

This commit is contained in:
Zach Pomerantz 2016-01-08 16:12:32 -08:00
parent ea8bdd5728
commit c1e8fe88e4
3 changed files with 4 additions and 4 deletions

View file

@ -70,7 +70,7 @@ uniform SphericalHarmonics ambientSphere;
<@include model/Light.slh@>
<@func declareEvalAmbientGlobalColor()@>
vec3 evalAmbienGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
vec3 evalAmbientGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
// Need the light now
Light light = getLight();
@ -93,7 +93,7 @@ vec3 evalAmbienGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 positi
<$declareSphericalHarmonics()$>
vec3 evalAmbienSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
vec3 evalAmbientSphereGlobalColor(mat4 invViewMat, float shadowAttenuation, vec3 position, vec3 normal, vec3 diffuse, vec3 specular, float gloss) {
// Need the light now
Light light = getLight();

View file

@ -36,7 +36,7 @@ void main(void) {
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalAmbienSphereGlobalColor(
vec3 color = evalAmbientSphereGlobalColor(
deferredTransform.viewInverse,
1.0,
frag.position.xyz,

View file

@ -37,7 +37,7 @@ void main(void) {
frag.specularVal.xyz);
_fragColor = vec4(color, 1.0);
} else {
vec3 color = evalAmbienGlobalColor(
vec3 color = evalAmbientGlobalColor(
deferredTransform.viewInverse,
1.0,
frag.position.xyz,