Make Normal mapping and specular lighting less pronounced

This commit is contained in:
2021-04-17 13:59:50 +02:00
parent b48624c245
commit f6edadac78

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@@ -124,7 +124,7 @@ vec3 directionalLightContribution(DirectionalLight light, vec3 normal, vec3 view
vec3 lightDir = normalize(-v_lightDirectionTangent);
vec3 diffuseColor = light.color;
vec3 specularColor = light.color;
vec3 specularColor = light.color * 0.5f;
vec3 ambientColor = light.color * 0.002f;
vec3 ambient, diffuse, specular;
@@ -146,7 +146,7 @@ vec3 pointLightContribution(PointLight light, vec3 normal, vec3 fragPos, vec3 vi
vec3 lightDir = normalize(v_lightPositionTangent0 - fragPos);
vec3 diffuseColor = light.color;
vec3 specularColor = light.color;
vec3 specularColor = light.color * 0.5f;
vec3 ambientColor = light.color * 0.002f;
vec3 ambient, diffuse, specular;