Hooked up the directional light colour and directional light intensity parameters from the scene graph
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4053
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@@ -58,7 +58,12 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
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KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, gBufferPass);
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pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, light_direction, pShadowMatrices, shadowDepthTextures, 0, gBufferPass);
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
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m_color.x * m_intensity / 100.0f,
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m_color.y * m_intensity / 100.0f,
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m_color.z * m_intensity / 100.0f
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);
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// Render a full screen quad
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static const GLfloat squareVertices[] = {
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