Simple fix to lighting code in vertex shaders

This commit is contained in:
codeanticode
2012-02-08 23:58:33 +00:00
parent 4bd0411edc
commit 1b869c5d61
2 changed files with 2 additions and 2 deletions
@@ -50,7 +50,7 @@ varying vec2 vertTexcoord;
float attenuationFactor(vec3 lightPos, vec3 vertPos, float c0, float c1, float c2) {
float d = distance(lightPos, vertPos);
return = 1.0 / (c0 + c1 * d + c2 * d * d);
return 1.0 / (c0 + c1 * d + c2 * d * d);
}
float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
@@ -48,7 +48,7 @@ varying vec4 vertColor;
float attenuationFactor(vec3 lightPos, vec3 vertPos, float c0, float c1, float c2) {
float d = distance(lightPos, vertPos);
return = 1.0 / (c0 + c1 * d + c2 * d * d);
return 1.0 / (c0 + c1 * d + c2 * d * d);
}
float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {