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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
commitc0dea964913268bd64009e657635e617f3e0c21c (patch)
tree379fdde7e66d3b8ab88348e0b7138f1ab6ed5970 /include/private
parent4f31af9346b818c8ef05a63e15e9170a7c6131e4 (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')
-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;