Shade mapping fix

This commit is contained in:
raven02 committed 2014-03-06 22:07:08 +08:00
1 parent 8276cac6a4
commit 2c7c1f547d
1 file changed
+1 -1
+1 -1
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@@ -646,7 +646,7 @@ void GenerateVertexShader(int prim, u32 vertType, char *buffer, bool useHWTransf
break;
case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
WRITE(p, " v_texcoord = u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 - dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
WRITE(p, " v_texcoord = u_uvscaleoffset.xy * vec2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 + dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
break;
default: