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Commit aaae230b authored by Tofu Linden's avatar Tofu Linden
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fix a variety of shader errors, mostly due to my confusing glsl with C++... again

parent 6df5cd7a
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......@@ -41,7 +41,8 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
vec4 col(0.0, 0.0, 0.0, gl_Color.a);
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
......
......@@ -47,7 +47,8 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
vec4 col(0.0, 0.0, 0.0, gl_Color.a);
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
......
......@@ -13,7 +13,7 @@ float calcDirectionalLight(vec3 n, vec3 l)
}
float calcPointlightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
......
......@@ -42,7 +42,7 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
vec4 col(0.0, 0.0, 0.0, gl_Color.a);
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
......
......@@ -53,7 +53,8 @@ void main()
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
vec4 col(0.0, 0.0, 0.0, gl_Color.a);
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
......
......@@ -15,7 +15,7 @@ vec3 scaleUpLight(vec3 light);
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col(0.0, 0.0, 0.0, color.a);
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
......
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