X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_sky.h;h=abe4de7555f6c715643fd718f7a30402bd4f53f9;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=b5b58e5fd24f50675a358ed563b99bbbdb0ff615;hpb=0a33f65eecb5e75cddaefa08d3a5eb1a301d0479;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_sky.h b/shaders/model_sky.h index b5b58e5..abe4de7 100644 --- a/shaders/model_sky.h +++ b/shaders/model_sky.h @@ -96,6 +96,8 @@ static struct vg_shader _shader_model_sky = { " vec4 g_sunset_ambient;\n" " vec4 g_sun_colour;\n" " vec4 g_sun_dir;\n" +" vec4 g_board_0;\n" +" vec4 g_board_1;\n" "\n" " float g_water_fog;\n" " float g_time;\n" @@ -196,7 +198,7 @@ static struct vg_shader _shader_model_sky = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 42 0 \n" +"#line 44 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -275,7 +277,7 @@ static struct vg_shader _shader_model_sky = { " 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"