From ac625d5b27e4c8f632d40af0383669ef2d1054ca Mon Sep 17 00:00:00 2001 From: Dimitre Date: Thu, 17 Apr 2025 17:08:52 -0300 Subject: [PATCH] Material updates --- libs/openFrameworks/gl/ofMaterial.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/libs/openFrameworks/gl/ofMaterial.cpp b/libs/openFrameworks/gl/ofMaterial.cpp index 4b7d355789d..27c5a53e54d 100644 --- a/libs/openFrameworks/gl/ofMaterial.cpp +++ b/libs/openFrameworks/gl/ofMaterial.cpp @@ -1183,7 +1183,7 @@ void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer & glm::vec3 direction = light->direction; if( !isPBR() ) { direction = glm::vec3(light->position) + light->direction; - glm::vec4 direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction,1.0); + glm::vec4 direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction, 1.0f); direction = glm::vec3(direction4) / direction4.w; direction = direction - glm::vec3(lightEyePosition); shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction)); @@ -1203,7 +1203,7 @@ void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer & glm::vec3 direction = light->direction; if( !isPBR() ) { direction = glm::vec3(light->position) + light->direction; - glm::vec4 direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction, 1.0); + glm::vec4 direction4 = renderer.getCurrentViewMatrix() * glm::vec4(direction, 1.0f); direction = glm::vec3(direction4) / direction4.w; direction = direction - glm::vec3(lightEyePosition); shader.setUniform3f("lights["+idx+"].spotDirection", glm::normalize(direction)); @@ -1213,12 +1213,12 @@ void ofMaterial::updateLights(const ofShader & shader,ofGLProgrammableRenderer & auto up = light->up; if( !isPBR() ) { right = glm::vec3(light->position) + light->right; - glm::vec4 right4 = renderer.getCurrentViewMatrix() * glm::vec4(right, 1.0); + glm::vec4 right4 = renderer.getCurrentViewMatrix() * glm::vec4(right, 1.0f); right = glm::vec3(right4) / right4.w; right = right - glm::vec3(lightEyePosition); up = glm::cross(right, direction); } - shader.setUniform3f("lights["+idx+"].right", glm::normalize(toGlm(right))); + shader.setUniform3f("lights["+idx+"].right", glm::normalize(right)); shader.setUniform3f("lights["+idx+"].up", glm::normalize(up)); } }