Shadows working, and looking totaly not shit.
Improved location of the shadowmap to always be infront of the camera.
This commit is contained in:
@@ -21,7 +21,7 @@ void main()
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
|
||||
|
||||
//FragmentColor = LightingTexel;
|
||||
//FragmentColor = DiffuseTexel;
|
||||
|
||||
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
|
||||
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
|
||||
Reference in New Issue
Block a user