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Disable HW light calculation for RECTs.

This commit is contained in:
Sergey Lipskiy 2014-06-09 13:43:47 +07:00
parent 36707d79e2
commit 8d84af1257

View File

@ -87,9 +87,11 @@ static const char* vertex_shader =
" texCoord1 -= uTexOffset[1]; \n"
" vTexCoord1 = (uCacheOffset[1] + texCoord1)* uCacheScale[1];\n"
" vLodTexCoord = texCoord * uCacheShiftScale[0]; \n"
" vNumLights = aNumLights; \n"
" } else { \n"
" vTexCoord0 = aTexCoord0; \n"
" vTexCoord1 = aTexCoord1; \n"
" vNumLights = 0.0; \n"
" } \n"
" vNoiseCoord2D = vec2(gl_Position.x*uScreenWidth, gl_Position.y*uScreenHeight + uNoiseTime);\n"
" if (aPosition.z < -aPosition.w) \n"
@ -98,7 +100,6 @@ static const char* vertex_shader =
" vFogFragCoord = aPosition.z/aPosition.w * uFogMultiplier \n"
" + uFogOffset; \n"
" vFogFragCoord = clamp(vFogFragCoord, 0.0, 1.0); \n"
" vNumLights = aNumLights; \n"
"} \n"
;