From 9765c6303b763a60a2d917fc3c334b30e0fbbcfa Mon Sep 17 00:00:00 2001 From: drumsetmonkey Date: Tue, 12 Jan 2016 21:28:22 -0500 Subject: Fixed nvidia GLSL bug --- test.frag | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) (limited to 'test.frag') diff --git a/test.frag b/test.frag index 5c9054e..07b4a8a 100644 --- a/test.frag +++ b/test.frag @@ -2,7 +2,7 @@ uniform sampler2D sampler; uniform int numLight; -uniform vec2 lightLocation[1024]; +uniform vec2 lightLocation[64]; uniform vec3 lightColor; uniform float amb; @@ -10,20 +10,22 @@ float b = .0005; float minLight = .05; float radius = sqrt(1.0 / (b * minLight)); +//float radius = b*minlight; + void main(){ - vec4 color = vec4(0.0f,0.0f,0.0f,0.0f); + vec4 color = vec4(0.0,0.0,0.0,0.0); for(int i = 0; i < numLight; i++){ vec2 loc = lightLocation[i]; float dist = length(loc - gl_FragCoord.xy); //float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist); float attenuation = clamp(1.0 - dist*dist/(radius*radius), 0.0, 1.0); attenuation *= attenuation; - color += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f); + color += vec4(attenuation, attenuation, attenuation, 1.0) * vec4(lightColor, 1.0); } vec2 coords = gl_TexCoord[0].st; vec4 tex = texture2D(sampler, coords); - color += vec4(amb,amb,amb,1.0f+amb); + color += vec4(amb,amb,amb,1.0+amb); gl_FragColor = tex * vec4(color)*tex.a; } @@ -34,4 +36,4 @@ void main(){ .00008 500 .00002 1000 .00005 2000 -*/ +*/ \ No newline at end of file -- cgit v1.2.3