Graphics/DeferredShading: Fixed phong lighting unifoms

Former-commit-id: 09adf80261d29cb2518adddfb90b3173ab34b068
This commit is contained in:
Lynix 2015-05-06 23:29:46 +02:00
parent 0404927663
commit d7f48dfa7f
1 changed files with 2 additions and 2 deletions

View File

@ -127,8 +127,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
NzRenderer::SetRenderStates(lightStates);
NzRenderer::SetShader(m_pointSpotLightShader);
m_pointSpotLightShader->SendColor(m_pointSpotLightShaderEyePositionLocation, scene->GetAmbientColor());
m_pointSpotLightShader->SendVector(m_pointSpotLightShaderSceneAmbientLocation, scene->GetViewer()->GetEyePosition());
m_pointSpotLightShader->SendColor(m_pointSpotLightShaderSceneAmbientLocation, scene->GetAmbientColor());
m_pointSpotLightShader->SendVector(m_pointSpotLightShaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
NzMatrix4f lightMatrix;
lightMatrix.MakeIdentity();