Quote:
//light 1 float3 Light1 = PosWorld - vecSunDir[0] ; Out.Light1.xyz = mul(worldToTangentSpace, -Light1); // L Out.Att1 = distance(PosWorld,vecLightPos[0])/vecLightPos[0].w; // Point light
I've tried changing the code, but the sun doesn't seem to affect the model. Which lines were you referring too?
P.S - sorry about my n00b when trying to edit shaders. 
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