diff --git a/resources/Shaders/ExplosionEffect.geom.glsl b/resources/Shaders/ExplosionEffect.geom.glsl index ffc78900..cdc109bf 100644 --- a/resources/Shaders/ExplosionEffect.geom.glsl +++ b/resources/Shaders/ExplosionEffect.geom.glsl @@ -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;