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WINTERMUTE: Remove float suffix in opengl shader
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1c04c2162a
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debdcd6a59
@ -28,7 +28,7 @@ out vec3 Normal;
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void main()
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{
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vec4 viewCoords = viewMatrix * modelMatrix * vec4(position, 1.0f);
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vec4 viewCoords = viewMatrix * modelMatrix * vec4(position, 1.0);
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gl_Position = projMatrix * viewCoords;
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Texcoord = texcoord;
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@ -38,7 +38,7 @@ void main()
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vec3 normalEye = normalize((normalMatrix * vec4(normal, 0.0)).xyz);
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for (int i = 0; i < maxLights; ++i) {
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if (lights[i].enabled < 0.0f) {
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if (lights[i].enabled < 0.0) {
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continue;
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}
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@ -48,7 +48,7 @@ void main()
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float dist = length(vertexToLight);
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if (lights[i]._direction.w < 0.0) { // Spotlight
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vec4 lightDirection = viewMatrix * vec4(lights[i]._direction.xyz, 0.0f);
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vec4 lightDirection = viewMatrix * vec4(lights[i]._direction.xyz, 0.0);
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// See DirectX spotlight documentation
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float cosAngle = -dot(normalize(vertexToLight), normalize(lightDirection.xyz)); // rho
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float cosPenumbra = 0.968912; // cos(1 / 4)
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