From 61d6b49d5a4c5f58a2922a19a360e078a0aeacba Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 10 Mar 2026 01:33:39 +0000 Subject: Switch to floating point, camera relative position buffer --- gfx/gl/shaders/directionalLight.frag | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'gfx/gl/shaders/directionalLight.frag') 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); -- cgit v1.3