- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.

This commit is contained in:
Christoph Oelckers 2014-05-11 16:49:17 +02:00
commit 52056a05bd
12 changed files with 61 additions and 89 deletions

View file

@ -177,6 +177,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
fogcolor_index = glGetUniformLocation(hShader, "fogcolor");
lights_index = glGetUniformLocation(hShader, "lights");
dlightcolor_index = glGetUniformLocation(hShader, "dlightcolor");
objectcolor_index = glGetUniformLocation(hShader, "objectcolor");
glowbottomcolor_index = glGetUniformLocation(hShader, "bottomglowcolor");
glowtopcolor_index = glGetUniformLocation(hShader, "topglowcolor");