Shadows now working on NVIDIA cards too

This commit is contained in:
Teejoon
2016-03-07 14:00:08 +01:00
parent 315eac1af9
commit b38ebbe676
13 changed files with 227 additions and 17 deletions
+4 -4
View File
@@ -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