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authorPatrick2021-03-26 19:36:35 +0100
committerPatrick2021-03-26 19:36:35 +0100
commitc99ecda7bed596922125f6b1ef1ef2ae8f27703e (patch)
tree16b3a22483457d22fdd34c1e079fd25dabd84940 /shaders/frag_shadowmap.glsl
parent36fb27a899045de24d71d55b06648abda7547268 (diff)
downloadsubsurface_scattering-c99ecda7bed596922125f6b1ef1ef2ae8f27703e.tar.gz
subsurface_scattering-c99ecda7bed596922125f6b1ef1ef2ae8f27703e.zip
SSSSS comments
Diffstat (limited to 'shaders/frag_shadowmap.glsl')
-rw-r--r--shaders/frag_shadowmap.glsl2
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);
}