" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
}
static void shader_model_character_view_uDepthCompare(int b){
- glUniform1f(_uniform_model_character_view_uDepthCompare,b);
+ glUniform1i(_uniform_model_character_view_uDepthCompare,b);
}
static void shader_model_character_view_g_world_depth(int i){
glUniform1i(_uniform_model_character_view_g_world_depth,i);