Fix a problem with cockpit shadows added in previous commit
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e4b856805e
commit
9807be4f0d
1 changed files with 4 additions and 3 deletions
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@ -20,10 +20,11 @@ vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )
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vec4 coords;
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vec4 coords;
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vec2 shift = vec2( 0.0 );
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vec2 shift = vec2( 0.0 );
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int index = 4;
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int index = 4;
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float factor = 0.5;
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float factor = 0.5;
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if (ecPosition.z > -fg_ShadowDistances.x) {
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if (ecPosition.z > -fg_ShadowDistances.x) {
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index = 1;
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index = 1;
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factor = 1.0;
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if (fg_ShadowNumber == 1)
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factor = 1.0;
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tint = vec4(0.0,1.0,0.0,1.0);
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tint = vec4(0.0,1.0,0.0,1.0);
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} else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) {
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} else if (ecPosition.z > -fg_ShadowDistances.y && fg_ShadowNumber > 1) {
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index = 2;
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index = 2;
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@ -64,7 +65,7 @@ void main() {
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#elif 1
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#elif 1
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float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
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float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;
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#elif 0
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#elif 0
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float shadow = 0.0;
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float shadow = 0.0;
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shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
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shadow += 0.333 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos, 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.003 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(-0.003 * pos.z, -0.003 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.003 * pos.z, 0), 1.0), tint ) ).r;
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shadow += 0.166 * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3( 0.003 * pos.z, 0.003 * pos.z, 0), 1.0), tint ) ).r;
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