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authorDan Goodliffe <dan@randomdan.homeip.net>2022-12-04 17:16:31 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-12-04 17:16:31 +0000
commit6433b56c3af8721f8301255818a8dd692e75492e (patch)
tree46471356f76e4dc66746fa4133c928609b5c0620 /gfx/gl/sceneProvider.cpp
parentFixed point shadow shader doesn't need normal/texture data (diff)
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Generate and use a shadow map
Generated when the directional light is specified in the environment call, passed to the directional light shader pass to conditionally illuminate each pixel.
Diffstat (limited to 'gfx/gl/sceneProvider.cpp')
-rw-r--r--gfx/gl/sceneProvider.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/sceneProvider.cpp b/gfx/gl/sceneProvider.cpp
index 9152bfa..8ff7d73 100644
--- a/gfx/gl/sceneProvider.cpp
+++ b/gfx/gl/sceneProvider.cpp
@@ -5,7 +5,7 @@ void
SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const
{
renderer.setAmbientLight({0.5F, 0.5F, 0.5F});
- renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {1, 0, -1});
+ renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {1, 0, -1}, *this);
}
void
SceneProvider::shadows(const ShadowMapper &) const