VertexShaderGen: Fix a small GLSL regression in emboss mapping.
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@ -417,7 +417,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
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// transform the light dir into tangent space
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// transform the light dir into tangent space
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WRITE(p, "ldir = normalize(" I_LIGHTS"[%d + 3].xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "ldir = normalize(" I_LIGHTS"[5*%d + 3].xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
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WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
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}
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}
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else
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else
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