Fix updating of light position uniform in GLSL (thanks to deflected for tracking this down)

This commit is contained in:
rdb 2015-10-28 20:24:42 +01:00
parent 21656ace52
commit bfe42fa8e9

View File

@ -1196,7 +1196,9 @@ reflect_uniform(int i, char *name_buffer, GLsizei name_buflen) {
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_vec_constant_x_attrib;
bind._arg[0] = iname;
bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs | Shader::SSD_frame;
// We need SSD_transform since some attributes (eg. light
// position) have to be transformed to view space.
bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs | Shader::SSD_frame | Shader::SSD_transform;
bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL;
bind._dep[1] = Shader::SSD_NONE;