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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-10 01:33:39 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-10 01:33:39 +0000 |
| commit | 61d6b49d5a4c5f58a2922a19a360e078a0aeacba (patch) | |
| tree | c192508c15d880ccb84003f3494aa2e26d36324b /gfx/gl/shaders/directionalLight.frag | |
| parent | Specialise glTexture::savePosition (diff) | |
| download | ilt-61d6b49d5a4c5f58a2922a19a360e078a0aeacba.tar.bz2 ilt-61d6b49d5a4c5f58a2922a19a360e078a0aeacba.tar.xz ilt-61d6b49d5a4c5f58a2922a19a360e078a0aeacba.zip | |
Switch to floating point, camera relative position buffer
Diffstat (limited to 'gfx/gl/shaders/directionalLight.frag')
| -rw-r--r-- | gfx/gl/shaders/directionalLight.frag | 5 |
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); |
