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author | SmileTheory <SmileTheory@gmail.com> | 2013-04-02 00:17:24 -0700 |
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committer | Tim Angus <tim@ngus.net> | 2013-05-03 16:07:36 +0100 |
commit | 4bc0dc5594ae2744090d27a5cea10a4f8e8b928d (patch) | |
tree | 21359a5f8bc6b503a3ec4d6f24602aba07631492 /src/renderergl2/glsl/shadowmask_fp.glsl | |
parent | 3866046f497068d518fcb48ae9ba94c0bc7a0a72 (diff) |
Add sunlight/lightmap merging by multiply (r_sunlightMode 1) Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2) Change single lightmap blends to use lightall
Diffstat (limited to 'src/renderergl2/glsl/shadowmask_fp.glsl')
-rw-r--r-- | src/renderergl2/glsl/shadowmask_fp.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/renderergl2/glsl/shadowmask_fp.glsl b/src/renderergl2/glsl/shadowmask_fp.glsl index b3a698c8..4bac5ccd 100644 --- a/src/renderergl2/glsl/shadowmask_fp.glsl +++ b/src/renderergl2/glsl/shadowmask_fp.glsl @@ -86,7 +86,7 @@ void main() vec4 shadowpos = u_ShadowMvp * biasPos; #if defined(USE_SHADOW_CASCADE) - const float fadeTo = 0.5; + const float fadeTo = 1.0; result = fadeTo; #else result = 0.0; |