mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 03:24:00 +02:00
Use the DeferredBuffer.slh in point and spot lights
This commit is contained in:
parent
67da1148ac
commit
1566157250
2 changed files with 4 additions and 46 deletions
|
@ -12,29 +12,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the normal texture
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
// the specular texture
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
// the depth texture
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
// the distance to the near clip plane
|
||||
uniform float near;
|
||||
|
||||
// scale factor for depth: (far - near) / far
|
||||
uniform float depthScale;
|
||||
|
||||
// offset for depth texture coordinates
|
||||
uniform vec2 depthTexCoordOffset;
|
||||
|
||||
// scale for depth texture coordinates
|
||||
uniform vec2 depthTexCoordScale;
|
||||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
// the radius (hard cutoff) of the light effect
|
||||
uniform float radius;
|
||||
|
|
|
@ -12,29 +12,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the normal texture
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
// the specular texture
|
||||
uniform sampler2D specularMap;
|
||||
|
||||
// the depth texture
|
||||
uniform sampler2D depthMap;
|
||||
|
||||
// the distance to the near clip plane
|
||||
uniform float near;
|
||||
|
||||
// scale factor for depth: (far - near) / far
|
||||
uniform float depthScale;
|
||||
|
||||
// offset for depth texture coordinates
|
||||
uniform vec2 depthTexCoordOffset;
|
||||
|
||||
// scale for depth texture coordinates
|
||||
uniform vec2 depthTexCoordScale;
|
||||
// Everything about deferred buffer
|
||||
<@include DeferredBuffer.slh@>
|
||||
|
||||
// the radius (hard cutoff) of the light effect
|
||||
uniform float radius;
|
||||
|
|
Loading…
Reference in a new issue