fixed the Point Light Flare positioning

--HG--
branch : nfb
This commit is contained in:
Kelly
2014-03-17 23:44:51 -07:00
parent 0d7bbfb2d7
commit a70df621b2
2 changed files with 3 additions and 3 deletions

View File

@@ -57,10 +57,10 @@ void KRPointLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_
KRVector3 light_position = getLocalTranslation();
float influence_radius = m_decayStart - sqrt(m_intensity * 0.01f) / sqrt(KRLIGHT_MIN_INFLUENCE);
KRMat4 sphereModelMatrix = KRMat4();
sphereModelMatrix.scale(influence_radius);
sphereModelMatrix.translate(light_position.x, light_position.y, light_position.z);
sphereModelMatrix.scale(influence_radius);
if(viewport.visible(getBounds())) { // Cull out any lights not within the view frustrum

View File

@@ -38,5 +38,5 @@ varying mediump vec2 texCoord;
void main() {
texCoord = vertex_uv;
gl_Position = mvp_matrix * vec4(0.0, 0.0, 0.0, 1.0) + vec4(vertex_uv.x * viewport.w / viewport.z * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 0.0) * flare_size;
gl_Position = mvp_matrix * vec4(0.0, 0.0, 0.0, 1.0) + vec4(vertex_uv.x * viewport.w / viewport.z * 2.0 - 0.75, vertex_uv.y * 2.0 - 1.0, 0.0, 0.0) * flare_size;
}