From 10797cdfe6e5ff513c43c40af6df8111e34acb1c Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 27 Mar 2005 09:15:59 +0000 Subject: [PATCH] fixed backwards bumps in r_shadow_glsl 1 mode git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5126 d7cf8633-e32d-0410-b094-e92efae38249 --- r_shadow.c | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/r_shadow.c b/r_shadow.c index ee083d24..949c2339 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -273,15 +273,15 @@ const char *builtinshader_light_vert = " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" -" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" -" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.x = -dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = -dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" " LightVector.z = -dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" " // transform unnormalized eye direction into tangent space\n" " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" -" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" -" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" +" EyeVector.x = -dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = -dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = -dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" -- 2.39.2