board pose
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.h
index 5394dc8c0445de3e145fc9af09b22cd77dd2d355..bae5d38721bcd9c285308f4a3c88059d61ae9348 100644 (file)
@@ -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"
-"   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"
@@ -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){
-   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);