Fixed some peter planning
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8489503192
commit
01a86a5a1e
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@ -79,7 +79,7 @@ void main()
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vec2 sunDepthTexPos = pSunDepth.xy * 0.5 + 0.5;
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vec2 sunDepthTexPos = pSunDepth.xy * 0.5 + 0.5;
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vec3 light_day = max(vec3(0), pSunDepth.z < (texture(depthmap, sunDepthTexPos).r * 2 - 1 + 0.001
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vec3 light_day = max(vec3(0), pSunDepth.z < (texture(depthmap, sunDepthTexPos).r * 2 - 1 + 0.0001
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) ? lighting_day_high : lighting_day_low);
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) ? lighting_day_high : lighting_day_low);
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float light_src = scaleLight(max(0, light.r)) - abs(pLightMapPos.y) * 0.1;
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float light_src = scaleLight(max(0, light.r)) - abs(pLightMapPos.y) * 0.1;
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vec4 rgb = vec4((pRGB % 64) / 64.0, ((pRGB >> 6) % 64) / 64.0, ((pRGB >> 12) % 64) / 64.0, 1);
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vec4 rgb = vec4((pRGB % 64) / 64.0, ((pRGB >> 6) % 64) / 64.0, ((pRGB >> 12) % 64) / 64.0, 1);
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