try not to assume things.

This commit is contained in:
FakeShemp
2016-03-03 15:10:27 +01:00
parent 4ee52b74bf
commit 315eac1af9
+8 -2
View File
@@ -149,7 +149,10 @@ void main()
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
Output.PositionLightSpace = Input[i].PositionLightSpace;
for (int i = 0; i < MAX_SPLITS; i++)
{
Output.PositionLightSpace[i] = Input[i].PositionLightSpace[i];
}
// convert to model space for the gravity to always be in -y
vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
@@ -191,7 +194,10 @@ void main()
Output.TextureCoordinate = Input[i].TextureCoordinate;
Output.Tangent = Input[i].Tangent;
Output.BiTangent = Input[i].BiTangent;
Output.PositionLightSpace = Input[i].PositionLightSpace;
for (int i = 0; i < MAX_SPLITS; i++)
{
Output.PositionLightSpace[i] = Input[i].PositionLightSpace[i];
}
// no change in position, pass through vertex
gl_Position = gl_in[i].gl_Position;