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DonkeyKong64 grind crash
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_route.h
diff --git
a/shaders/scene_route.h
b/shaders/scene_route.h
index 99610753c125f6599d936b537e1a0973d8ed4ace..b37cf62905335e96218c7fe38cb05e44e5f924fe 100644
(file)
--- a/
shaders/scene_route.h
+++ b/
shaders/scene_route.h
@@
-275,7
+275,7
@@
static struct vg_shader _shader_scene_route = {
" 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"
@@
-470,8
+470,7
@@
static struct vg_shader _shader_scene_route = {
" }\n"
"\n"
" // Lighting\n"
" }\n"
"\n"
" // Lighting\n"
-" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-" oColour = vec4(vfrag, 1.0);\n"
+" oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 );\n"
"}\n"
""},
};
"}\n"
""},
};