From e340265f5f6e46955f8b802eef01e905132990f0 Mon Sep 17 00:00:00 2001 From: "re.kovalev" Date: Fri, 3 Nov 2023 13:59:15 +0300 Subject: [PATCH] =?UTF-8?q?=D0=9F=D0=BE=D0=B4=D0=BA=D0=BB=D1=8E=D1=87?= =?UTF-8?q?=D0=B5=D0=BD=D0=B8=D0=B5=20=D0=B0=D1=82=D0=BB=D0=B0=D1=81=D0=B0?= =?UTF-8?q?=20=D1=82=D0=B5=D0=BD=D0=B5=D0=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/main.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) 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();