Now the sunlight doesn't kill point light. Thanks to Vlj for the correction
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14722 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -33,7 +33,6 @@ void main() {
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vec3 L = center;
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vec3 L = center;
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float NdotL = max(0.0, dot(norm, L));
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float NdotL = max(0.0, dot(norm, L));
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if (NdotL < 0.01) discard;
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vec3 outcol = NdotL * col;
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vec3 outcol = NdotL * col;
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@ -47,6 +47,8 @@ SunNode::SunNode(scene::ISceneManager* mgr, float r, float g, float b):
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m.setTexture(1, irr_driver->getRTT(RTT_DEPTH));
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m.setTexture(1, irr_driver->getRTT(RTT_DEPTH));
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m.setTexture(2, irr_driver->getTexture((file_manager->getTextureDir() + "cloudshadow.png").c_str()));
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m.setTexture(2, irr_driver->getTexture((file_manager->getTextureDir() + "cloudshadow.png").c_str()));
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m.setFlag(EMF_BILINEAR_FILTER, false);
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m.setFlag(EMF_BILINEAR_FILTER, false);
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m.MaterialTypeParam = pack_textureBlendFunc(EBF_ONE, EBF_ONE);
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m.BlendOperation = EBO_ADD;
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if (UserConfigParams::m_shadows)
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if (UserConfigParams::m_shadows)
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{
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{
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