[Scummvm-git-logs] scummvm master -> c021dbe243c74b85446b6d2ef98c9d08dab4f63c
GunnarBirke
gunnarbirke at yahoo.de
Thu Oct 29 03:20:07 UTC 2020
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
c021dbe243 WINTERMUTE: Use float literal to prevent implicit conversion
Commit: c021dbe243c74b85446b6d2ef98c9d08dab4f63c
https://github.com/scummvm/scummvm/commit/c021dbe243c74b85446b6d2ef98c9d08dab4f63c
Author: Gunnar Birke (gunnar.birke at online.de)
Date: 2020-10-29T04:20:02+01:00
Commit Message:
WINTERMUTE: Use float literal to prevent implicit conversion
Changed paths:
engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
diff --git a/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex b/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
index 958ab852f5..2b756b0b0d 100644
--- a/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
+++ b/engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
@@ -47,7 +47,7 @@ void main()
vec3 vertexToLight = lightPosition.xyz - viewCoords.xyz;
float dist = length(vertexToLight);
- if (lights[i]._direction.w < 0) { // Spotlight
+ if (lights[i]._direction.w < 0.0) { // Spotlight
vec4 lightDirection = viewMatrix * vec4(lights[i]._direction.xyz, 0.0f);
// See DirectX spotlight documentation
float cosAngle = -dot(normalize(vertexToLight), normalize(lightDirection.xyz)); // rho
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