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-rw-r--r--gfx/gl/shaders/directionalLight.fs2
-rw-r--r--gfx/gl/shadowMapper.cpp1
2 files changed, 1 insertions, 2 deletions
diff --git a/gfx/gl/shaders/directionalLight.fs b/gfx/gl/shaders/directionalLight.fs
index 04715ce..d1e60ee 100644
--- a/gfx/gl/shaders/directionalLight.fs
+++ b/gfx/gl/shaders/directionalLight.fs
@@ -17,7 +17,7 @@ void
main()
{
const vec3 Position = texture(gPosition, TexCoords).xyz;
- const vec4 PositionInLightSpace = (lightViewProjection * vec4(Position, 1)) * 0.5 + 0.5;
+ const vec3 PositionInLightSpace = ((lightViewProjection * vec4(Position, 1.0f)) * 0.5 + 0.5).xyz;
const float lightSpaceDepth = texture(shadowMap, PositionInLightSpace.xy).r;
if (lightSpaceDepth < PositionInLightSpace.z) {
discard;
diff --git a/gfx/gl/shadowMapper.cpp b/gfx/gl/shadowMapper.cpp
index 4acdb39..fd25dbe 100644
--- a/gfx/gl/shadowMapper.cpp
+++ b/gfx/gl/shadowMapper.cpp
@@ -19,7 +19,6 @@ ShadowMapper::ShadowMapper(const glm::ivec2 & s) : size {s}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
static constexpr glm::vec3 border {std::numeric_limits<float>::infinity()};
- // static constexpr glm::vec3 border {1};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, glm::value_ptr(border));
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);