1
0
Fork 0

Thorsten Renk: since the 2d and 3d shadow share the fragment shader, you've unfortunately just broken the 2d shadow technique which does not generate varying alpha_correction in the vertex shader

This commit is contained in:
Erik Hofman 2017-03-25 14:34:19 +01:00
parent eb4b9da21c
commit fdb76cb689

View file

@ -26,9 +26,11 @@ if (x < -15.0) {return 0.0;}
return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
}
varying float alpha_correction;
void main()
{
alpha_correction = 1.0;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;