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authorMartin Storsjo <martin@martin.st>2009-08-11 18:01:14 +0200
committerMathias Agopian <mathias@google.com>2009-08-25 18:35:54 -0700
commit4e3d2484c96508d5dea5296f41de4e46612fb7c4 (patch)
tree5c50eea4ad21647b7663d33199473794429f493c /include/private/opengles
parent1beb760d920561679862ded945a04e370368c7f7 (diff)
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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.
Diffstat (limited to 'include/private/opengles')
-rw-r--r--include/private/opengles/gl_context.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/include/private/opengles/gl_context.h b/include/private/opengles/gl_context.h
index 523aed0..67c2dd8 100644
--- a/include/private/opengles/gl_context.h
+++ b/include/private/opengles/gl_context.h
@@ -287,6 +287,7 @@ struct light_t {
vec4_t normalizedObjPosition;
vec4_t spotDir;
vec4_t normalizedSpotDir;
+ vec4_t objViewer;
GLfixed spotExp;
GLfixed spotCutoff;
GLfixed spotCutoffCosine;