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@@ -518,10 +518,9 @@ FRAGMENT_SHADER_CODE
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-
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#ifdef USE_LIGHTING
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- vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
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+ vec2 light_vec = (inverse(light_matrix)*vec4(normalize(light_uv_interp.zw),0.0,0.0)).xy; //for normal mapping
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if (normal_used) {
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normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
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@@ -567,7 +566,7 @@ FRAGMENT_SHADER_CODE
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color*=light;
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#ifdef USE_SHADOWS
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-
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+ light_vec = light_uv_interp.zw; //for shadows
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float angle_to_light = -atan(light_vec.x,light_vec.y);
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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