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optimisations
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_character_view.h
diff --git
a/shaders/model_character_view.h
b/shaders/model_character_view.h
index 5394dc8c0445de3e145fc9af09b22cd77dd2d355..bae5d38721bcd9c285308f4a3c88059d61ae9348 100644
(file)
--- a/
shaders/model_character_view.h
+++ b/
shaders/model_character_view.h
@@
-287,7
+287,7
@@
static struct vg_shader _shader_model_character_view = {
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0
f/( 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"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
@@
-480,7
+480,7
@@
static void shader_model_character_view_uInverseRatioMain(v3f v){
glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
}
static void shader_model_character_view_uDepthCompare(int b){
glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
}
static void shader_model_character_view_uDepthCompare(int b){
- glUniform1
f
(_uniform_model_character_view_uDepthCompare,b);
+ glUniform1
i
(_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);
}
static void shader_model_character_view_g_world_depth(int i){
glUniform1i(_uniform_model_character_view_g_world_depth,i);