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| author | Patrick | 2021-03-26 19:11:29 +0100 |
|---|---|---|
| committer | Patrick | 2021-03-26 19:11:29 +0100 |
| commit | 36fb27a899045de24d71d55b06648abda7547268 (patch) | |
| tree | c5adeba0a8d9da11ed36f93a638e9904c83aca5e /shaders/frag_shadowmap.glsl | |
| parent | a0fdc6d882a1755d0b0607ba3d9bb55e7f8ac006 (diff) | |
| download | subsurface_scattering-36fb27a899045de24d71d55b06648abda7547268.tar.gz subsurface_scattering-36fb27a899045de24d71d55b06648abda7547268.zip | |
pre cleanup
Diffstat (limited to 'shaders/frag_shadowmap.glsl')
| -rw-r--r-- | shaders/frag_shadowmap.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/shaders/frag_shadowmap.glsl b/shaders/frag_shadowmap.glsl index 9a15c7a..2011f82 100644 --- a/shaders/frag_shadowmap.glsl +++ b/shaders/frag_shadowmap.glsl @@ -11,9 +11,9 @@ uniform vec3 lightPos; void main()
{
float lightDist = length(lightPos - FragPos);
- float c1 = mod(lightDist, 10);
- float c2 = mod(lightDist/10, 10);
- float c3 = mod(lightDist/100, 10);
+ float c1 = lightDist;
+ float c2 = lightDist;
+ float c3 = lightDist;
FragColor = vec4(c1, c2, c3, 1);
//FragColor = vec4(LocalPos/10, 1);
}
|
