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| author | Patrick | 2021-03-26 19:36:35 +0100 |
|---|---|---|
| committer | Patrick | 2021-03-26 19:36:35 +0100 |
| commit | c99ecda7bed596922125f6b1ef1ef2ae8f27703e (patch) | |
| tree | 16b3a22483457d22fdd34c1e079fd25dabd84940 /shaders/frag_shadowmap.glsl | |
| parent | 36fb27a899045de24d71d55b06648abda7547268 (diff) | |
| download | subsurface_scattering-c99ecda7bed596922125f6b1ef1ef2ae8f27703e.tar.gz subsurface_scattering-c99ecda7bed596922125f6b1ef1ef2ae8f27703e.zip | |
SSSSS comments
Diffstat (limited to 'shaders/frag_shadowmap.glsl')
| -rw-r--r-- | shaders/frag_shadowmap.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/shaders/frag_shadowmap.glsl b/shaders/frag_shadowmap.glsl index 2011f82..38a01b6 100644 --- a/shaders/frag_shadowmap.glsl +++ b/shaders/frag_shadowmap.glsl @@ -10,10 +10,10 @@ uniform vec3 lightPos; void main()
{
+ // calculate distance in world coordinates
float lightDist = length(lightPos - FragPos);
float c1 = lightDist;
float c2 = lightDist;
float c3 = lightDist;
FragColor = vec4(c1, c2, c3, 1);
- //FragColor = vec4(LocalPos/10, 1);
}
|
