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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-15 01:29:24 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-15 01:29:24 +0000 |
commit | 685b33980cc7a346574b24732464f0cbe3115a1f (patch) | |
tree | 048db87ad645f54285f0880d20b8acf81f65fea9 /gfx/gl/shaders/spotLight.vs | |
parent | Send position and rotation matrix to GPU separately (diff) | |
download | ilt-685b33980cc7a346574b24732464f0cbe3115a1f.tar.bz2 ilt-685b33980cc7a346574b24732464f0cbe3115a1f.tar.xz ilt-685b33980cc7a346574b24732464f0cbe3115a1f.zip |
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/spotLight.vs')
-rw-r--r-- | gfx/gl/shaders/spotLight.vs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs index e61b641..08197a4 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -18,7 +18,7 @@ main() { position = v_position; direction = normalize(v_direction); - 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); cosarc = cos(arc / 2); gl_Position = vec4(position - viewPoint, 0); } |