try not to assume things.
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user