VertexShaderGen: Fix a small GLSL regression in emboss mapping.

This commit is contained in:
NeoBrainX 2013-04-10 11:44:49 +00:00
parent b30c5b0048
commit 154c533e76

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@ -417,7 +417,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
// transform the light dir into tangent space
WRITE(p, "ldir = normalize(" I_LIGHTS"[%d + 3].xyz - pos.xyz);\n", texinfo.embosslightshift);
WRITE(p, "ldir = normalize(" I_LIGHTS"[5*%d + 3].xyz - pos.xyz);\n", texinfo.embosslightshift);
WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
}
else