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8 changes: 4 additions & 4 deletions libs/openFrameworks/gl/ofMaterial.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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));
Expand All @@ -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));
Expand All @@ -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));
}
}
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