diff --git a/Nuake/src/Rendering/PostFX/Volumetric.cpp b/Nuake/src/Rendering/PostFX/Volumetric.cpp index 69816fb7..ab7907b7 100644 --- a/Nuake/src/Rendering/PostFX/Volumetric.cpp +++ b/Nuake/src/Rendering/PostFX/Volumetric.cpp @@ -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); diff --git a/Nuake/src/Rendering/SceneRenderer.cpp b/Nuake/src/Rendering/SceneRenderer.cpp index ea6b0656..a6afd526 100644 --- a/Nuake/src/Rendering/SceneRenderer.cpp +++ b/Nuake/src/Rendering/SceneRenderer.cpp @@ -788,7 +788,7 @@ namespace Nuake if (light.Type == Directional && light.SyncDirectionWithSky) { - light.Direction = -env->ProceduralSkybox->GetSunDirection(); + light.Direction = env->ProceduralSkybox->GetSunDirection(); } else {