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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-15 01:29:24 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-15 01:29:24 +0000
commit685b33980cc7a346574b24732464f0cbe3115a1f (patch)
tree048db87ad645f54285f0880d20b8acf81f65fea9 /gfx/gl/shaders/pointLight.vs
parentSend position and rotation matrix to GPU separately (diff)
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Switch to millimeters for spatial units
Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
Diffstat (limited to 'gfx/gl/shaders/pointLight.vs')
-rw-r--r--gfx/gl/shaders/pointLight.vs2
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs
index b3fe7b9..7694a25 100644
--- a/gfx/gl/shaders/pointLight.vs
+++ b/gfx/gl/shaders/pointLight.vs
@@ -13,6 +13,6 @@ void
main()
{
centre = position;
- size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
+ size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
gl_Position = vec4(centre - viewPoint, 0);
}