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authorSmileTheory <SmileTheory@gmail.com>2013-12-09 17:33:54 -0800
committerTim Angus <tim@ngus.net>2014-06-17 17:43:37 +0100
commit2e48ba43d27fd5b43c0ce32ebd795ae1cb69bc35 (patch)
tree14812062d8b4af3a63b9d2e7dc9cca4b206f07cb /src/renderergl2/glsl
parentaa6ac0492434e2e540fa1fc3dd2ccb042d40fe6e (diff)
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
Diffstat (limited to 'src/renderergl2/glsl')
-rw-r--r--src/renderergl2/glsl/lightall_vp.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl
index f6164957..67628c7f 100644
--- a/src/renderergl2/glsl/lightall_vp.glsl
+++ b/src/renderergl2/glsl/lightall_vp.glsl
@@ -206,7 +206,7 @@ void main()
#if defined(USE_LIGHT_VECTOR)
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
#elif defined(USE_LIGHT)
- vec3 L = attr_LightDirection;
+ vec3 L = attr_LightDirection * 2.0 - vec3(1.0);
#if defined(USE_MODELMATRIX)
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
#endif