Volumetric lighting in progress
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40152
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@@ -118,9 +118,9 @@ float KRLight::getDecayStart() {
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#if TARGET_OS_IPHONE
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void KRLight::render(KRCamera *pCamera, KRContext *pContext, const KRViewport &viewport, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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void KRLight::render(KRCamera *pCamera, KRContext *pContext, const KRViewport &viewport, const KRViewport *pShadowViewports, KRVector3 &lightDirection, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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KRNode::render(pCamera, pContext, viewport, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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KRNode::render(pCamera, pContext, viewport, pShadowViewports, lightDirection, shadowDepthTextures, cShadowBuffers, renderPass);
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if(renderPass == KRNode::RENDER_PASS_ADDITIVE_PARTICLES) {
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if(m_flareTexture.size() && m_flareSize > 0.0f) {
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@@ -135,7 +135,7 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, const KRViewport &v
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// Render light flare on transparency pass
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KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(pShader->bind(viewport, getModelMatrix(), lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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if(pShader->bind(viewport, pShadowViewports, getModelMatrix(), lightDirection, shadowDepthTextures, 0, renderPass)) {
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_FLARE_SIZE],
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m_flareSize
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