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Correct calc_light call.

This commit is contained in:
Sergey Lipskiy 2015-02-04 16:44:22 +06:00
parent 35c213da08
commit ef60858540

View File

@ -436,7 +436,7 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
}
if (config.enableHWLighting)
#ifdef SHADER_PRECISION
strFragmentShader.append(" lowp float intensity = calc_light(int(vNumLights), vShadeColor.rgb, input_color); \n");
strFragmentShader.append(" lowp float intensity = calc_light(vNumLights, vShadeColor.rgb, input_color); \n");
#else
strFragmentShader.append(" float intensity = calc_light(vNumLights, vShadeColor.rgb, input_color); \n");
#endif