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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/vert_shadowmap.glsl | |
| parent | 36fb27a899045de24d71d55b06648abda7547268 (diff) | |
| download | subsurface_scattering-c99ecda7bed596922125f6b1ef1ef2ae8f27703e.tar.gz subsurface_scattering-c99ecda7bed596922125f6b1ef1ef2ae8f27703e.zip | |
SSSSS comments
Diffstat (limited to 'shaders/vert_shadowmap.glsl')
| -rw-r--r-- | shaders/vert_shadowmap.glsl | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/shaders/vert_shadowmap.glsl b/shaders/vert_shadowmap.glsl index 50847bb..a6c9398 100644 --- a/shaders/vert_shadowmap.glsl +++ b/shaders/vert_shadowmap.glsl @@ -14,6 +14,7 @@ uniform mat4 projection; void main()
{
gl_Position = projection * lightView * model * vec4(pos, 1.0);
+ // pass fragment position in world coordinates
FragPos = vec3(model * vec4(pos, 1));
LocalPos = pos;
Normal = normal;
|
