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@ -104,17 +104,6 @@ doFrameCallbackPre(render_state* rs)
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l2.position = glm::vec3( |
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square.world_transform * glm::vec4(10000, 0, -1000, 1)); |
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rs->lights->needs_update = true; |
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// FIXME: looks like there's still a bug in the shader. This verifies that
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// the light position is updating correctly, but the lights don't appear
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// to be moving in the scene
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#if 0 |
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LOG(Debug) << "l1.position: " |
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<< l1.position.x << ", " |
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<< l1.position.y << ", " |
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<< l1.position.z |
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<< "\n"; |
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#endif |
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} |
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int |
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