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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl13
1 files changed, 6 insertions, 7 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 6427e3d967..1aa28d0fd5 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -445,8 +445,7 @@ VERTEX_SHADER_CODE
vtx.z=(distance/shadow_dual_paraboloid_render_zfar);
vtx.z=vtx.z * 2.0 - 1.0;
- vertex.xyz=vtx;
- vertex.w=1.0;
+ vertex_interp = vtx;
#else
@@ -1476,9 +1475,9 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec
return;
}
- //vec3 blendv = probe_pos/bounds * 2.0 - 1.0;
- //float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z));
- float blend=1.0;
+ vec3 blendv = abs(probe_pos/bounds * 2.0 - 1.0);
+ float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z));
+ //float blend=1.0;
float max_distance = length(bounds);
@@ -1649,7 +1648,7 @@ void main() {
#if defined(ENABLE_NORMALMAP)
- vec3 normalmap = vec3(0.0);
+ vec3 normalmap = vec3(0.5);
#endif
float normaldepth=1.0;
@@ -2004,7 +2003,7 @@ FRAGMENT_SHADER_CODE
}
#ifndef USE_LIGHTMAP
if (ambient_accum.a>0.0) {
- ambient_light+=ambient_accum.rgb/ambient_accum.a;
+ ambient_light=ambient_accum.rgb/ambient_accum.a;
}
#endif