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SHADERS: fix "unified" fog function. This should fix issue #650

Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
Emilian Huminiuc 2012-02-14 18:52:38 +02:00
parent 4df2af2cef
commit 55c54bb25b

View file

@ -29,7 +29,7 @@ void main(void)
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
position = position + gl_Color.xyz;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
// vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));
float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));