feat: add terrain generation using perlin noise #12
@ -5,7 +5,7 @@ in vec3 surfaceNormal;
|
||||
in vec3 toLightVector;
|
||||
in vec3 toCameraVector;
|
||||
|
||||
out vec4 out_Color;
|
||||
//out vec4 out_Color;
|
||||
|
||||
uniform sampler2D modelTexture;
|
||||
|
||||
@ -31,6 +31,6 @@ void main(void){
|
||||
vec3 finalSpecular = dampedFactor * reflectivity * vec3(1.0, 1.0, 1.0); //Tu by³a zmiana
|
||||
|
||||
|
||||
out_Color = vec4(diffuse,1.0) * texture(modelTexture,pass_textureCoordinates) + vec4(finalSpecular,1.0);
|
||||
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user