display: fix fallback of SMO_light_source_i_packed shader input

This is not actually used by anything, but we might as well ensure that it's set to something sensible
This commit is contained in:
rdb 2020-04-02 12:41:14 +02:00
parent 088a1f3774
commit b511eabb0f

View File

@ -1611,11 +1611,17 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name,
// Apply the default OpenGL lights otherwise.
// Special exception for light 0, which defaults to white.
if (i == 0) {
into[0].set_row(0, LVecBase4(1, 1, 1, 1));
into[0].set(1, 1, 1, 1,
1, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0);
++i;
}
for (; i < (size_t)count; ++i) {
fetch_specified_member(NodePath(), name, into[i]);
into[i].set(0, 0, 0, 0,
1, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0);
}
return;
}