diff --git a/Effects/light-point.eff b/Effects/light-point.eff
index 5c2f93a87..ae20e6d56 100644
--- a/Effects/light-point.eff
+++ b/Effects/light-point.eff
@@ -68,6 +68,11 @@
true
+
+ Ambient
+ float-vec4
+
+
Diffuse
float-vec4
diff --git a/Effects/light-spot.eff b/Effects/light-spot.eff
index cd872851f..6585e9aee 100644
--- a/Effects/light-spot.eff
+++ b/Effects/light-spot.eff
@@ -74,6 +74,11 @@
true
+
+ Ambient
+ float-vec4
+
+
Diffuse
float-vec4
diff --git a/Shaders/light-point.frag b/Shaders/light-point.frag
index 7f37f046c..f71a40600 100644
--- a/Shaders/light-point.frag
+++ b/Shaders/light-point.frag
@@ -6,6 +6,7 @@ uniform sampler2D normal_tex;
uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform vec4 LightPosition;
+uniform vec4 Ambient;
uniform vec4 Diffuse;
uniform vec4 Specular;
uniform vec3 Attenuation;
@@ -46,8 +47,9 @@ void main() {
float nDotHV = max(0.0, dot(normal, halfVector));
vec4 color = texture2D( color_tex, coords );
+ vec4 Iamb = Ambient * color * att;
vec4 Idiff = Diffuse * color * att * nDotVP;
vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
- gl_FragColor = vec4(Idiff.rgb + Ispec, 1.0);
+ gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
}
diff --git a/Shaders/light-spot.frag b/Shaders/light-spot.frag
index 9194a56a7..7371eec6f 100644
--- a/Shaders/light-spot.frag
+++ b/Shaders/light-spot.frag
@@ -7,6 +7,7 @@ uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
uniform vec4 LightPosition;
uniform vec4 LightDirection;
+uniform vec4 Ambient;
uniform vec4 Diffuse;
uniform vec4 Specular;
uniform vec3 Attenuation;
@@ -58,8 +59,9 @@ void main() {
float nDotHV = max(0.0, dot(normal, halfVector));
vec4 color = texture2D( color_tex, coords );
+ vec4 Iamb = Ambient * color * att;
vec4 Idiff = Diffuse * color * att * nDotVP;
vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
- gl_FragColor = vec4(Idiff.rgb + Ispec, 1.0);
+ gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
}