LightcullingPass for forward+ is now separate from Renderer.cpp.

This commit is contained in:
Tleety
2015-12-18 14:31:16 +01:00
parent ab6af30a28
commit 069a6756b9
6 changed files with 177 additions and 155 deletions
+1
View File
@@ -115,6 +115,7 @@ void main()
}
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
//fragmentColor = texel * Input.DiffuseColor * Color;
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )