diff --git a/src/main.cpp b/src/main.cpp index 06ef1bb..d59ebf6 100755 --- a/src/main.cpp +++ b/src/main.cpp @@ -180,7 +180,7 @@ int main(void) lightShader.load(GL_VERTEX_SHADER, "shaders/quad.vert"); lightShader.load(GL_FRAGMENT_SHADER, "shaders/lighting.frag"); lightShader.link(); - const char* gtextures_shader_names[] = {"gPosition", "gNormal", "gDiffuseP", "gAmbientSpecular", "sunShadowDepth"}; + const char* gtextures_shader_names[] = {"gPosition", "gNormal", "gDiffuseP", "gAmbientSpecular", "sunShadowDepth", "pointShadowDepth"}; lightShader.bindTextures(gtextures_shader_names, sizeof(gtextures_shader_names)/sizeof(const char*)); // Загрузка данных о границах каскадов glUniform1fv(lightShader.getUniformLoc("camera_cascade_distances"), CAMERA_CASCADE_COUNT, &camera_cascade_distances[1]); @@ -398,6 +398,7 @@ int main(void) gAmbientSpecular.use(); // Подключаем текстуры теней sunShadowDepth.use(); + pointShadowDepth.use(); // Рендерим прямоугольник с расчетом освещения quadModel.render();