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authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-10 01:33:39 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-10 01:33:39 +0000
commit61d6b49d5a4c5f58a2922a19a360e078a0aeacba (patch)
treec192508c15d880ccb84003f3494aa2e26d36324b /gfx/gl/shaders/directionalLight.frag
parentSpecialise glTexture::savePosition (diff)
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Switch to floating point, camera relative position buffer
Diffstat (limited to 'gfx/gl/shaders/directionalLight.frag')
-rw-r--r--gfx/gl/shaders/directionalLight.frag5
1 files changed, 2 insertions, 3 deletions
diff --git a/gfx/gl/shaders/directionalLight.frag b/gfx/gl/shaders/directionalLight.frag
index e5ebfb0..5da1acd 100644
--- a/gfx/gl/shaders/directionalLight.frag
+++ b/gfx/gl/shaders/directionalLight.frag
@@ -6,13 +6,12 @@ out vec3 FragColor;
in vec2 TexCoords;
-layout(binding = 0) uniform isampler2D gPosition;
+layout(binding = 0) uniform sampler2D gPosition;
layout(binding = 1) uniform sampler2D gNormal;
layout(binding = 2) uniform sampler2DArray shadowMap;
uniform vec3 lightDirection;
uniform vec3 lightColour;
-uniform ivec3 lightPoint;
uniform mat4 lightViewProjection[MAX_MAPS];
uniform uint lightViewProjectionCount;
@@ -53,7 +52,7 @@ isShaded(vec4 Position)
void
main()
{
- const vec4 Position = vec4(texture(gPosition, TexCoords).xyz - lightPoint, 1);
+ const vec4 Position = vec4(texture(gPosition, TexCoords).xyz, 1);
const vec3 Normal = texture(gNormal, TexCoords).rgb;
const float shaded = isShaded(Position);
FragColor = shaded * max(dot(-lightDirection, Normal) * lightColour, 0);