@@ -1183,7 +1183,7 @@ void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer &
11831183 glm::vec3 direction = light->direction ;
11841184 if ( !isPBR () ) {
11851185 direction = glm::vec3 (light->position ) + light->direction ;
1186- glm::vec4 direction4 = renderer.getCurrentViewMatrix () * glm::vec4 (direction,1.0 );
1186+ glm::vec4 direction4 = renderer.getCurrentViewMatrix () * glm::vec4 (direction, 1 . 0f );
11871187 direction = glm::vec3 (direction4) / direction4.w ;
11881188 direction = direction - glm::vec3 (lightEyePosition);
11891189 shader.setUniform3f (" lights[" +idx+" ].spotDirection" , glm::normalize (direction));
@@ -1203,7 +1203,7 @@ void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer &
12031203 glm::vec3 direction = light->direction ;
12041204 if ( !isPBR () ) {
12051205 direction = glm::vec3 (light->position ) + light->direction ;
1206- glm::vec4 direction4 = renderer.getCurrentViewMatrix () * glm::vec4 (direction, 1.0 );
1206+ glm::vec4 direction4 = renderer.getCurrentViewMatrix () * glm::vec4 (direction, 1 .0f );
12071207 direction = glm::vec3 (direction4) / direction4.w ;
12081208 direction = direction - glm::vec3 (lightEyePosition);
12091209 shader.setUniform3f (" lights[" +idx+" ].spotDirection" , glm::normalize (direction));
@@ -1213,12 +1213,12 @@ void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer &
12131213 auto up = light->up ;
12141214 if ( !isPBR () ) {
12151215 right = glm::vec3 (light->position ) + light->right ;
1216- glm::vec4 right4 = renderer.getCurrentViewMatrix () * glm::vec4 (right, 1.0 );
1216+ glm::vec4 right4 = renderer.getCurrentViewMatrix () * glm::vec4 (right, 1 .0f );
12171217 right = glm::vec3 (right4) / right4.w ;
12181218 right = right - glm::vec3 (lightEyePosition);
12191219 up = glm::cross (right, direction);
12201220 }
1221- shader.setUniform3f (" lights[" +idx+" ].right" , glm::normalize (toGlm ( right) ));
1221+ shader.setUniform3f (" lights[" +idx+" ].right" , glm::normalize (right));
12221222 shader.setUniform3f (" lights[" +idx+" ].up" , glm::normalize (up));
12231223 }
12241224 }
0 commit comments