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DonkeyKong64 grind crash
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
common_world.glsl
diff --git
a/shaders/common_world.glsl
b/shaders/common_world.glsl
index 2b708858895c4afc8685bec62825c5529a1787d2..cb68f35a4cf7f2ebac919722825990b4d8a3eca4 100644
(file)
--- a/
shaders/common_world.glsl
+++ b/
shaders/common_world.glsl
@@
-16,6
+16,8
@@
layout (std140) uniform ub_world_lighting
vec4 g_sunset_ambient;
vec4 g_sun_colour;
vec4 g_sun_dir;
vec4 g_sunset_ambient;
vec4 g_sun_colour;
vec4 g_sun_dir;
+ vec4 g_board_0;
+ vec4 g_board_1;
float g_water_fog;
float g_time;
float g_water_fog;
float g_time;
@@
-117,7
+119,7
@@
vec3 scene_calculate_light( int light_index,
light_delta = normalize( light_delta );
float quadratic = dist2*100.0;
light_delta = normalize( light_delta );
float quadratic = dist2*100.0;
- float attenuation = 1.0
f/( 1.0f
+ quadratic );
+ float attenuation = 1.0
/( 1.0
+ quadratic );
attenuation *= max( dot( light_delta, normal ), 0.0 );
float falloff = max( 0.0, 1.0-(dist2*light_co.w) );
attenuation *= max( dot( light_delta, normal ), 0.0 );
float falloff = max( 0.0, 1.0-(dist2*light_co.w) );