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Material updates (#8430)
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libs/openFrameworks/gl/ofMaterial.cpp

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -1183,7 +1183,7 @@ void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer &
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glm::vec3 direction = light->direction;
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if( !isPBR() ) {
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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);
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direction = glm::vec3(direction4) / direction4.w;
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direction = direction - glm::vec3(lightEyePosition);
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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() ) {
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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);
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direction = glm::vec3(direction4) / direction4.w;
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direction = direction - glm::vec3(lightEyePosition);
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shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction));
@@ -1213,12 +1213,12 @@ void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer &
12131213
auto up = light->up;
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if( !isPBR() ) {
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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);
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right = glm::vec3(right4) / right4.w;
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right = right - glm::vec3(lightEyePosition);
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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));
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shader.setUniform3f("lights["+idx+"].up", glm::normalize(up));
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}
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}

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