Shadows now working on NVIDIA cards too
This commit is contained in:
@@ -149,9 +149,9 @@ void main()
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
for (int i = 0; i < MAX_SPLITS; i++)
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[i] = Input[i].PositionLightSpace[i];
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
|
||||
// convert to model space for the gravity to always be in -y
|
||||
@@ -194,9 +194,9 @@ void main()
|
||||
Output.TextureCoordinate = Input[i].TextureCoordinate;
|
||||
Output.Tangent = Input[i].Tangent;
|
||||
Output.BiTangent = Input[i].BiTangent;
|
||||
for (int i = 0; i < MAX_SPLITS; i++)
|
||||
for (int j = 0; j < MAX_SPLITS; j++)
|
||||
{
|
||||
Output.PositionLightSpace[i] = Input[i].PositionLightSpace[i];
|
||||
Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
|
||||
}
|
||||
|
||||
// no change in position, pass through vertex
|
||||
|
||||
Reference in New Issue
Block a user