diff --git a/include/Engine/Rendering/DirectionalLightJob.h b/include/Engine/Rendering/DirectionalLightJob.h
index f6942112..5f104ca5 100644
--- a/include/Engine/Rendering/DirectionalLightJob.h
+++ b/include/Engine/Rendering/DirectionalLightJob.h
@@ -16,7 +16,7 @@ struct DirectionalLightJob : RenderJob
: RenderJob()
{
- Direction = glm::vec4(0,0,-1,0) * Transform::AbsoluteOrientation(m_World, transformComponent.EntityID);
+ Direction = glm::vec4(0,0,-1,0) * glm::inverse(Transform::AbsoluteOrientation(m_World, transformComponent.EntityID));
//Direction = glm::vec4((glm::vec3)directionalLightComponent["Direction"], 0.f);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
diff --git a/resources/Schema/Components/DirectionalLight.xml b/resources/Schema/Components/DirectionalLight.xml
index f66605c0..7f777ef8 100644
--- a/resources/Schema/Components/DirectionalLight.xml
+++ b/resources/Schema/Components/DirectionalLight.xml
@@ -1,5 +1,6 @@
-
+
+
0.8
true
-
\ No newline at end of file
+
\ No newline at end of file
diff --git a/resources/Schema/Components/DirectionalLight.xsd b/resources/Schema/Components/DirectionalLight.xsd
index dbfee38c..a14248a8 100644
--- a/resources/Schema/Components/DirectionalLight.xsd
+++ b/resources/Schema/Components/DirectionalLight.xsd
@@ -1,8 +1,6 @@
-
-
A directional light that shines bright like the future.
diff --git a/resources/Schema/Entities/EditorTestWorld.xml b/resources/Schema/Entities/EditorTestWorld.xml
index e44d238e..a482cf1b 100755
--- a/resources/Schema/Entities/EditorTestWorld.xml
+++ b/resources/Schema/Entities/EditorTestWorld.xml
@@ -13,6 +13,7 @@
+
@@ -45,9 +46,58 @@
+
-
-
+
+
+
+
+
+
+
+
+
+
+ Models/DirectionalLightWidget.obj
+
+
+
+
+
+
+
+
+
+
+
+ Models/Assault.obj
+
+
+
+
+
+
+
+
+
+ Models/SecondaryWeapon4.fbx
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Models/Core/UnitSphere.obj
+
+
+
diff --git a/resources/Schema/Types/Entity.xsd b/resources/Schema/Types/Entity.xsd
index 1aaa8497..14e3c5a4 100644
--- a/resources/Schema/Types/Entity.xsd
+++ b/resources/Schema/Types/Entity.xsd
@@ -27,6 +27,7 @@
+
diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl
index 0298c969..e67a4d5d 100644
--- a/resources/Shaders/ForwardPlus.frag.glsl
+++ b/resources/Shaders/ForwardPlus.frag.glsl
@@ -88,7 +88,7 @@ LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightCol
LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
{
- vec4 L = normalize( -direction );
+ vec4 L = normalize( -vec4(direction.xyz, 0) );
LightResult result;
result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
diff --git a/resources/Shaders/ForwardPlus.vert.glsl b/resources/Shaders/ForwardPlus.vert.glsl
index 20ab9051..d3b8ba16 100644
--- a/resources/Shaders/ForwardPlus.vert.glsl
+++ b/resources/Shaders/ForwardPlus.vert.glsl
@@ -29,6 +29,6 @@ void main()
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
- Output.Normal = Normal;
+ Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.DiffuseColor = DiffuseVertexColor;
}
\ No newline at end of file