opengl does *not* like casting floats to vec#s as a general rule.

This commit is contained in:
AzaezelX 2022-06-12 15:08:00 -05:00
parent 01ba199dc7
commit e60927f2f7

View file

@ -220,7 +220,7 @@ void main()
#ifdef PSSM_DEBUG_RENDER
if ( fadeOutAmt > 1.0 )
lightingColor = 1.0;
lightingColor = vec3(1.0,1.0,1.0);
#endif
#endif //NO_SHADOW
@ -229,7 +229,7 @@ void main()
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse);
vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse);
OUT_col = vec4(final, 0);
return;
@ -239,7 +239,7 @@ void main()
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 spec = BRDF_GetDebugSpecular(surface, surfaceToLight) * factor;
vec3 final = max(0.0f, factor);
vec3 final = max(vec3(0.0f,0.0f,0.0f), factor);
OUT_col = vec4(final, 0);
return;
@ -250,7 +250,7 @@ void main()
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse + spec);
vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse + spec);
OUT_col = vec4(final, 0);
return;