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Fix typos in shaders

This commit is contained in:
Andrei Kortunov 2020-06-17 10:13:52 +04:00
parent 9067894335
commit 9bc0e9b4b7
2 changed files with 2 additions and 2 deletions

View file

@ -187,7 +187,7 @@ void main()
if (matSpec != vec3(0.0)) if (matSpec != vec3(0.0))
{ {
#if (!normalMap && !@parallax && !forcePPL) #if (!@normalMap && !@parallax && !@forcePPL)
vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
#endif #endif
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing; gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;

View file

@ -96,7 +96,7 @@ void main()
if (matSpec != vec3(0.0)) if (matSpec != vec3(0.0))
{ {
#if (!normalMap && !@parallax && !forcePPL) #if (!@normalMap && !@parallax && !@forcePPL)
vec3 viewNormal = gl_NormalMatrix * normalize(passNormal); vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
#endif #endif
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing; gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos), shininess, matSpec) * shadowing;