#include <msp/geometry/hypersphere.h>
#include <msp/geometry/ray.h>
-#include "light.h"
+#include "directionallight.h"
#include "mesh.h"
#include "renderer.h"
#include "resources.h"
namespace Msp {
namespace GL {
-Sky::Sky(Renderable &r, Light &s):
+Sky::Sky(Renderable &r, DirectionalLight &s):
Effect(r),
sun(s),
- transmittance_lookup(128, 64, (RENDER_COLOR, RGB16F)),
+ transmittance_lookup(128, 64, (COLOR_ATTACHMENT,RGB16F)),
transmittance_shprog(Resources::get_global().get<Program>("_sky_transmittance.glsl.shader")),
transmittance_lookup_dirty(true),
- distant(256, 128, (RENDER_COLOR, RGB16F)),
+ distant(256, 128, (COLOR_ATTACHMENT,RGB16F)),
distant_shprog(Resources::get_global().get<Program>("_sky_distant.glsl.shader")),
fullscreen_mesh(Resources::get_global().get<Mesh>("_fullscreen_quad.mesh")),
backdrop_shprog(Resources::get_global().get<Program>("_sky_backdrop.glsl.shader")),
rendered = true;
shdata.uniform("light_color", sun.get_color());
- shdata.uniform("light_dir", sun.get_position().slice<3>(0));
- sun.set_transmittance(get_transmittance(normalize(sun.get_position().slice<3>(0))));
+ shdata.uniform("light_dir", -sun.get_direction());
+ sun.set_transmittance(get_transmittance(-sun.get_direction()));
Renderer::Push push(renderer);