Creating a separate shader for the locallighting pass

This commit is contained in:
samcake 2016-09-06 19:01:13 -07:00
parent 665a79f100
commit 34f40e0828

View file

@ -86,6 +86,7 @@ void DeferredLightingEffect::init() {
_directionalAmbientSphereLightShadowLocations = std::make_shared<LightLocations>();
_directionalSkyboxLightShadowLocations = std::make_shared<LightLocations>();
_localLightLocations = std::make_shared<LightLocations>();
_pointLightLocations = std::make_shared<LightLocations>();
_spotLightLocations = std::make_shared<LightLocations>();