Fixed inverted sky light direction & Volumetric

This commit is contained in:
Antoine Pilote
2024-08-11 00:59:52 -04:00
parent 24cd93c342
commit d35a7dad34
2 changed files with 2 additions and 2 deletions

View File

@@ -60,7 +60,7 @@ namespace Nuake {
std::string u_light = "u_Lights[" + std::to_string(i) + "].";
volumetricShader->SetUniformMat4f(u_light + "transform", light.mViewProjections[0]);
volumetricShader->SetUniformVec3(u_light + "color", light.Color);
volumetricShader->SetUniformVec3(u_light + "direction", -light.GetDirection());
volumetricShader->SetUniformVec3(u_light + "direction", light.GetDirection());
volumetricShader->SetUniformTex(u_light + "shadowmap", light.m_Framebuffers[0]->GetTexture(GL_DEPTH_ATTACHMENT).get(), 5 + i);
volumetricShader->SetUniform1f(u_light + "strength", light.Strength);

View File

@@ -788,7 +788,7 @@ namespace Nuake
if (light.Type == Directional && light.SyncDirectionWithSky)
{
light.Direction = -env->ProceduralSkybox->GetSunDirection();
light.Direction = env->ProceduralSkybox->GetSunDirection();
}
else
{