Подключение атласа теней
This commit is contained in:
parent
254dbdd90e
commit
e340265f5f
|
@ -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();
|
||||
|
||||
|
|
Loading…
Reference in New Issue