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|     57  |     57  | 
|     58 // calculate shader function |     58 // calculate shader function | 
|     59 // P is point of intersection, N normal in this point |     59 // P is point of intersection, N normal in this point | 
|     60 Colour PhongShader_ambient(Material &mat, Vector3 &P) |     60 Colour PhongShader_ambient(Material &mat, Vector3 &P) | 
|     61 { |     61 { | 
|     62 	Colour col = mat.texture.colour; //mat.texture.evaluate(P); |     62 	Colour col; | 
|         |     63 	if (mat.texture) | 
|         |     64 		col = mat.texture->evaluate(P); | 
|         |     65 	else | 
|         |     66 		col = mat.colour; | 
|     63  |     67  | 
|     64 	// ambient |     68 	// ambient | 
|     65 	return mat.ambient * col; |     69 	return mat.ambient * col; | 
|     66 } |     70 } | 
|     67  |     71  | 
|     78 	Vector3 L = light.pos - P; |     82 	Vector3 L = light.pos - P; | 
|     79 	L.normalize(); |     83 	L.normalize(); | 
|     80 	Float L_dot_N = dot(L, N); |     84 	Float L_dot_N = dot(L, N); | 
|     81 	Float R_dot_V = dot(R, V); |     85 	Float R_dot_V = dot(R, V); | 
|     82  |     86  | 
|     83 	Colour col = mat.texture.colour; //mat.texture.evaluate(P); |     87 	Colour col; | 
|         |     88 	if (mat.texture) | 
|         |     89 		col = mat.texture->evaluate(P); | 
|         |     90 	else | 
|         |     91 		col = mat.colour; | 
|     84  |     92  | 
|     85 	// diffuse |     93 	// diffuse | 
|     86 	I = mat.diffuse * col * light.colour * L_dot_N; |     94 	I = mat.diffuse * col * light.colour * L_dot_N; | 
|     87  |     95  | 
|     88 	// specular |     96 	// specular |