fix wrong counts
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3889cb47b7
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b52d0e3743
@ -126,9 +126,9 @@ public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic {
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}
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ambientLightColor.a = 1.0f;
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defines.set(numDirLightsDefineId, tempDirLights.size());
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defines.set(numPointLightsDefineId, tempPointLights.size());
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defines.set(numSpotLightsDefineId, tempSpotLights.size());
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defines.set(numDirLightsDefineId, tempDirLights.size() - numShadowDirLights);
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defines.set(numPointLightsDefineId, tempPointLights.size() - numShadowPointLights);
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defines.set(numSpotLightsDefineId, tempSpotLights.size() - numShadowSpotLights);
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defines.set(numShadowDirLightsDefineId, numShadowDirLights);
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defines.set(numShadowPointLightsDefineId, numShadowPointLights);
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@ -153,7 +153,10 @@ public class ShadowStaticPassLightingLogic extends StaticPassLightingLogic {
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Uniform shadowMatricesUniform = shader.getUniform("g_ShadowMatrices");
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shadowMatricesUniform.setMatrix4Length(numShadowDirLights * 4 + numShadowSpotLights);
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shadowMatricesUniform.setMatrix4Length(
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numShadowDirLights * 4 +
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numShadowPointLights * 6 +
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numShadowSpotLights);
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int shadowMatrixIndex = 0;
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for (int i = 0; i < numShadowDirLights; i++) {
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@ -127,7 +127,7 @@ public class StaticPassLightingLogic extends DefaultTechniqueDefLogic {
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}
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protected float getShadowMapIndex(Light light) {
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return 1.0f;
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return -1.0f;
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}
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protected void updateLightListUniforms(Matrix4f viewMatrix, Shader shader) {
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@ -19,9 +19,12 @@
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#define DIR_SHADOW_LIGHT_END (NUM_SHADOW_DIR_LIGHTS * 2)
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#define DIR_LIGHT_START (DIR_SHADOW_LIGHT_END)
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#define DIR_LIGHT_END (NUM_DIR_LIGHTS * 2)
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#define DIR_LIGHT_END (DIR_LIGHT_START + NUM_DIR_LIGHTS * 2)
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#define POINT_LIGHT_START (DIR_LIGHT_END)
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#define POINT_SHADOW_LIGHT_START (DIR_LIGHT_END)
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#define POINT_SHADOW_LIGHT_END (POINT_SHADOW_LIGHT_START + NUM_SHADOW_POINT_LIGHTS * 2)
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#define POINT_LIGHT_START (POINT_SHADOW_LIGHT_END)
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#define POINT_LIGHT_END (POINT_LIGHT_START + NUM_POINT_LIGHTS * 2)
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#define SPOT_SHADOW_LIGHT_START (POINT_LIGHT_END)
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@ -32,6 +35,8 @@
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#define LIGHT_DATA_SIZE (SPOT_LIGHT_END)
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uniform vec3 g_CameraPosition;
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uniform sampler2D m_AmbientMap;
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uniform float m_AlphaDiscardThreshold;
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uniform float m_Shininess;
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