Add comment in shader and fix bad cull mode

This commit is contained in:
sam gateau 2018-08-21 12:25:27 -07:00
parent 5ae604f341
commit b7d8b92fb5
2 changed files with 2 additions and 1 deletions

View file

@ -135,7 +135,7 @@ static void loadLightProgram(int programId, bool lightVolume, gpu::PipelinePoint
if (lightVolume) {
PrepareStencil::testShape(*state);
state->setCullMode(gpu::State::CULL_NONE);
state->setCullMode(gpu::State::CULL_BACK);
//state->setCullMode(gpu::State::CULL_FRONT);
//state->setDepthTest(true, false, gpu::GREATER_EQUAL);
//state->setDepthClampEnable(true);

View file

@ -16,6 +16,7 @@
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
// NOTE: WE are assuming that the deferred lighting pass is always full screen so this texture transform is not needed (and cause problems on AMD)
//layout(location=RENDER_UTILS_UNIFORM_LIGHT_TEXCOORD_TRANSFORM) uniform vec4 texcoordFrameTransform;
void main(void) {