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Lightshaft shader http://www.horde3d.org/forums/viewtopic.php?f=4&t=1535 |
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Author: | Almahmudrony [ 13.12.2016, 13:17 ] |
Post subject: | Re: Lightshaft shader |
After changing Varying vec3 lPos;, The flashing rate has been decrease.... But the problem not gone... So is there any way to send light position from code into shader... and one question, Is that the lightPos (what i'm working on,you know doc don't saying about that much only this {uniform vec4 lightPos position of the light source in xyz components and radius in w}) screen space or world space? may be it's world space because of "z" component, but i'm not sure .... |
Author: | Almahmudrony [ 13.12.2016, 13:40 ] |
Post subject: | Re: Lightshaft shader |
Thank you so much Irdis.... For your cool information, right now i'm using a simple hack, and that is i set the lightPos as constant.. like this.. Quote: vec4 v = vec4(0,20,50,200); because my light is stand still in that position in world space... i'll use this code until i figure out a way to update light position from my code into shader instantly.... |
Author: | Irdis [ 13.12.2016, 14:03 ] |
Post subject: | Re: Lightshaft shader |
Almahmudrony wrote: Is that the lightPos (what i'm working on,you know doc don't saying about that much only this {uniform vec4 lightPos position of the light source in xyz components and radius in w}) screen space or world space? may be it's world space because of "z" component, but i'm not sure .... It is always in world space. W is radius. |
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