Shader::getShader(SH_LIGHTING)->useShader();
dirLight->updateDirLightView();
shadowdir->getTexture()->useTexture(uPLightXP);
+
+ Shader::getShader(SH_ACTIVE)->setUniformLocation("uBlackAWhite", !timeflow);
+
drawSceneObjects();
/*DRAW BBOX WIRES*/
uniform vec3 dirLightColor;
uniform vec3 AmbientLightColor;
uniform bool uAddGlow = false;
+uniform bool uBlackAWhite = false;
float DirLightCalcShadowFactor(vec4 LightSpacePos)
{
else
AddGlow = vec4(0.f);
+ if (uBlackAWhite)
+ FragColor = vec4(dot(FragColor.rgb, vec3(0.2126f, 0.7152f, 0.0722f)) * vec3(.6f, .3f, .3f), 1.f);
+
//FragColor = vec4((normalize(worldNormal)+1)/2, 1.0f);
//FragColor = vec4(length(DirectionalLightDirection1) - 1.0f, length(DirectionalLightDirection1) - 1.0f, length(DirectionalLightDirection1) - 1.0f, 1.0f);