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Follow-up of 9abebe5fbe6950d809b51926af8772317fe2657f - Modified shader gouraud_light_instanced.vs to be more Intel's cards friendly

enricoturri1966 3 years ago
parent
commit
554aa70edc
1 changed files with 1 additions and 3 deletions
  1. 1 3
      resources/shaders/gouraud_light_instanced.vs

+ 1 - 3
resources/shaders/gouraud_light_instanced.vs

@@ -34,9 +34,7 @@ void main()
     float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
 
     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
-	float width = 1.5 * i_scales.x;
-	float height = 1.5 * i_scales.y;
-    vec4 world_position = vec4(v_position * vec3(vec2(width), height) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
+    vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
     vec3 eye_position = (gl_ModelViewMatrix * world_position).xyz;
     intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);