@ -146,7 +146,7 @@ in highp vec3 cameraDirection;
#endif
#if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE) || defined(NORMAL_TEXTURE)
in mediump vec2 interpolatedTextureCoords ;
in mediump vec2 interpolatedTextureCoordinate s ;
#endif
#ifdef VERTEX_COLOR
@ -170,13 +170,13 @@ out highp uint fragmentObjectId;
void main ( ) {
lowp const vec4 finalAmbientColor =
# ifdef AMBIENT_TEXTURE
texture ( ambientTexture , interpolatedTextureCoords ) *
texture ( ambientTexture , interpolatedTextureCoordinate s ) *
# endif
ambientColor ;
# if LIGHT_COUNT
lowp const vec4 finalDiffuseColor =
# ifdef DIFFUSE_TEXTURE
texture ( diffuseTexture , interpolatedTextureCoords ) *
texture ( diffuseTexture , interpolatedTextureCoordinate s ) *
# endif
# ifdef VERTEX_COLOR
interpolatedVertexColor *
@ -184,7 +184,7 @@ void main() {
diffuseColor ;
lowp const vec4 finalSpecularColor =
# ifdef SPECULAR_TEXTURE
texture ( specularTexture , interpolatedTextureCoords ) *
texture ( specularTexture , interpolatedTextureCoordinate s ) *
# endif
specularColor ;
# endif
@ -203,7 +203,7 @@ void main() {
normalizedTransformedTangent ) ) ,
normalizedTransformedNormal
) ;
normalizedTransformedNormal = tbn * ( texture ( normalTexture , interpolatedTextureCoords ) . rgb * 2.0 - vec3 ( 1.0 ) ) ;
normalizedTransformedNormal = tbn * ( texture ( normalTexture , interpolatedTextureCoordinate s ) . rgb * 2.0 - vec3 ( 1.0 ) ) ;
# endif
/* Add diffuse color for each light */