Replace evalGlobalLightingAlphaBlended with evalGlobalLightingAlphaBlendedWithHaze in all shaders.

This commit is contained in:
Nissim Hadar 2017-12-16 00:22:26 -08:00
parent 8bf517b2f8
commit d69297c02e
5 changed files with 5 additions and 5 deletions

View file

@ -66,7 +66,7 @@ void main(void) {
TransformCamera cam = getTransformCamera();
_fragColor = vec4(evalGlobalLightingAlphaBlended(
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
occlusionTex,

View file

@ -76,7 +76,7 @@ void main(void) {
TransformCamera cam = getTransformCamera();
_fragColor = vec4(evalGlobalLightingAlphaBlended(
_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
occlusionTex,

View file

@ -65,7 +65,7 @@ void main(void) {
vec3 fragNormal;
<$transformEyeToWorldDir(cam, _normal, fragNormal)$>
vec4 color = vec4(evalGlobalLightingAlphaBlended(
vec4 color = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
occlusionTex,

View file

@ -45,7 +45,7 @@ void main(void) {
TransformCamera cam = getTransformCamera();
_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
1.0,

View file

@ -57,7 +57,7 @@ void main(void) {
TransformCamera cam = getTransformCamera();
_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
cam._viewInverse,
1.0,
1.0,