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
This commit is contained in:
samuncle 2013-12-16 18:33:00 +00:00
parent 5c58d07278
commit 08f211129b
2 changed files with 2 additions and 1 deletions

View File

@ -33,7 +33,6 @@ void main() {
vec3 L = center; vec3 L = center;
float NdotL = max(0.0, dot(norm, L)); float NdotL = max(0.0, dot(norm, L));
if (NdotL < 0.01) discard;
vec3 outcol = NdotL * col; vec3 outcol = NdotL * col;

View File

@ -47,6 +47,8 @@ SunNode::SunNode(scene::ISceneManager* mgr, float r, float g, float b):
m.setTexture(1, irr_driver->getRTT(RTT_DEPTH)); m.setTexture(1, irr_driver->getRTT(RTT_DEPTH));
m.setTexture(2, irr_driver->getTexture((file_manager->getTextureDir() + "cloudshadow.png").c_str())); m.setTexture(2, irr_driver->getTexture((file_manager->getTextureDir() + "cloudshadow.png").c_str()));
m.setFlag(EMF_BILINEAR_FILTER, false); m.setFlag(EMF_BILINEAR_FILTER, false);
m.MaterialTypeParam = pack_textureBlendFunc(EBF_ONE, EBF_ONE);
m.BlendOperation = EBO_ADD;
if (UserConfigParams::m_shadows) if (UserConfigParams::m_shadows)
{ {