Graphics/DeferredShading: Fixed phong lighting unifoms
Former-commit-id: 09adf80261d29cb2518adddfb90b3173ab34b068
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@ -127,8 +127,8 @@ bool NzDeferredPhongLightingPass::Process(const NzScene* scene, unsigned int fir
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NzRenderer::SetRenderStates(lightStates);
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NzRenderer::SetRenderStates(lightStates);
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NzRenderer::SetShader(m_pointSpotLightShader);
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NzRenderer::SetShader(m_pointSpotLightShader);
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m_pointSpotLightShader->SendColor(m_pointSpotLightShaderEyePositionLocation, scene->GetAmbientColor());
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m_pointSpotLightShader->SendColor(m_pointSpotLightShaderSceneAmbientLocation, scene->GetAmbientColor());
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m_pointSpotLightShader->SendVector(m_pointSpotLightShaderSceneAmbientLocation, scene->GetViewer()->GetEyePosition());
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m_pointSpotLightShader->SendVector(m_pointSpotLightShaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
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NzMatrix4f lightMatrix;
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NzMatrix4f lightMatrix;
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lightMatrix.MakeIdentity();
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lightMatrix.MakeIdentity();
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