diff --git a/Effects/light-point.eff b/Effects/light-point.eff
index ae20e6d56..5c2f93a87 100644
--- a/Effects/light-point.eff
+++ b/Effects/light-point.eff
@@ -68,11 +68,6 @@
true
-
- Ambient
- float-vec4
-
-
Diffuse
float-vec4
diff --git a/Effects/light-spot.eff b/Effects/light-spot.eff
index 6585e9aee..cd872851f 100644
--- a/Effects/light-spot.eff
+++ b/Effects/light-spot.eff
@@ -74,11 +74,6 @@
true
-
- Ambient
- float-vec4
-
-
Diffuse
float-vec4
diff --git a/Shaders/light-point.frag b/Shaders/light-point.frag
index f71a40600..7f37f046c 100644
--- a/Shaders/light-point.frag
+++ b/Shaders/light-point.frag
@@ -6,7 +6,6 @@ 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;
@@ -47,9 +46,8 @@ 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(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
+ gl_FragColor = vec4(Idiff.rgb + Ispec, 1.0);
}
diff --git a/Shaders/light-spot.frag b/Shaders/light-spot.frag
index 7371eec6f..9194a56a7 100644
--- a/Shaders/light-spot.frag
+++ b/Shaders/light-spot.frag
@@ -7,7 +7,6 @@ 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;
@@ -59,9 +58,8 @@ 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(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
+ gl_FragColor = vec4(Idiff.rgb + Ispec, 1.0);
}