Fixed point lights breaking for Krom Windows with shadow map atlas
https://github.com/armory3d/armory/issues/2110#issuecomment-787913813
This commit is contained in:
parent
5f8b92f9c3
commit
cf99e5a382
|
@ -44,9 +44,13 @@ vec2 sampleCube(vec3 dir, out int faceIndex) {
|
|||
// downscale uv a little to hide seams
|
||||
// transform coordinates from clip space to texture space
|
||||
#ifndef _FlipY
|
||||
return uv * 0.9976 * ma + 0.5;
|
||||
return uv * 0.9976 * ma + 0.5;
|
||||
#else
|
||||
return vec2(uv.x * ma, uv.y * -ma) * 0.9976 + 0.5;
|
||||
#ifdef HLSL
|
||||
return uv * 0.9976 * ma + 0.5;
|
||||
#else
|
||||
return vec2(uv.x * ma, uv.y * -ma) * 0.9976 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -537,7 +537,7 @@ def write_compiledglsl(defs, make_variants):
|
|||
#endif
|
||||
""")
|
||||
|
||||
if state.target == 'html5':
|
||||
if state.target == 'html5' or arm.utils.get_gapi() == 'direct3d11':
|
||||
f.write("#define _FlipY\n")
|
||||
|
||||
f.write("""const float PI = 3.1415926535;
|
||||
|
|
Loading…
Reference in a new issue