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Diff Revisions 336 vs 337 for /trunk/assets/shaders/GLSL/fragmentAtoms/bumpMapping.frag

Diff revisions: vs.
  @@ -4,9 +4,9 @@
4 4 uniform int bumpMapLightId = 0;
5 5
6 6 float ReliefMapping_RayIntersection(in vec2 A, in vec2 AB){
7 - const int num_steps_lin = 10;
8 - const int num_steps_bin = 15;
9 - float linear_step = 1.0 / (float(num_steps_lin));
7 + const int num_steps_lin = 10;
8 + const int num_steps_bin = 15;
9 + float linear_step = 1.0 / (float(num_steps_lin));
10 10 //Current depth position
11 11 float depth = 0.0;
12 12 //Best match found (starts with last position 1.0)
  @@ -74,7 +74,7 @@
74 74 vec3 p = _vertexWV.xyz;
75 75 vec3 v = normalize(p);
76 76 //Compute light direction
77 - p += v*h*viewVecTBN.z;
77 + p += v*h*viewVecTBN.z;
78 78
79 79 vec2 planes;
80 80 planes.x = -dvd_ZPlanesCombined.y / (dvd_ZPlanesCombined.y - dvd_ZPlanesCombined.x);