|  |  | @ -23,20 +23,20 @@ uniform float specularExponent; | 
		
	
		
			
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			|  |  |  | void main() | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y)); | 
		
	
		
			
			|  |  |  | vec4 texelColor = texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y)); | 
		
	
		
			
			|  |  |  | vec3 specular = vec3(0.0); | 
		
	
		
			
			|  |  |  | vec3 viewDir = normalize(viewPos - fragPosition); | 
		
	
		
			
			|  |  |  | vec3 lightDir = normalize(lightPos - fragPosition); | 
		
	
		
			
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			|  |  |  | vec3 err">normal; | 
		
	
		
			
			|  |  |  | vec3 nf">normal = vec3(0.0); | 
		
	
		
			
			|  |  |  | if (useNormalMap) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb; | 
		
	
		
			
			|  |  |  | normal = texture2D(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb; | 
		
	
		
			
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			|  |  |  | //Transform normal values to the range -1.0 ... 1.0 | 
		
	
		
			
			|  |  |  | // Transform normal values to the range -1.0 ... 1.0 | 
		
	
		
			
			|  |  |  | normal = normalize(normal*2.0 - 1.0); | 
		
	
		
			
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			|  |  |  | //Transform the normal from tangent-space to world-space for lighting calculation | 
		
	
		
			
			|  |  |  | // Transform the normal from tangent-space to world-space for lighting calculation | 
		
	
		
			
			|  |  |  | normal = normalize(normal*TBN); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else | 
		
	
	
		
			
				|  |  | @ -56,7 +56,7 @@ void main() | 
		
	
		
			
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			|  |  |  | specular += specCo; | 
		
	
		
			
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			|  |  |  | finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); | 
		
	
		
			
			|  |  |  | vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); | 
		
	
		
			
			|  |  |  | finalColor += texelColor*(vec4(1.0, 1.0, 1.0, 1.0)/40.0)*tint; | 
		
	
		
			
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			|  |  |  | // Gamma correction | 
		
	
	
		
			
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