Use the DeferredBuffer.slh in point and spot lights

This commit is contained in:
Sam Gateau 2015-01-12 15:52:31 -08:00
parent 67da1148ac
commit 1566157250
2 changed files with 4 additions and 46 deletions

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@ -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;

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@ -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;