fixed the Point Light Flare positioning
--HG-- branch : nfb
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@@ -57,10 +57,10 @@ void KRPointLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_
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KRVector3 light_position = getLocalTranslation();
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float influence_radius = m_decayStart - sqrt(m_intensity * 0.01f) / sqrt(KRLIGHT_MIN_INFLUENCE);
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KRMat4 sphereModelMatrix = KRMat4();
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sphereModelMatrix.scale(influence_radius);
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sphereModelMatrix.translate(light_position.x, light_position.y, light_position.z);
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sphereModelMatrix.scale(influence_radius);
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if(viewport.visible(getBounds())) { // Cull out any lights not within the view frustrum
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@@ -38,5 +38,5 @@ varying mediump vec2 texCoord;
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void main() {
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texCoord = vertex_uv;
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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;
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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;
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}
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