Fixed a GLSL syntax bug that I introduced into the shader generator in December. Specular material will now longer disappear.

--HG--
branch : gsoc2013-dfighter
hg/feature/gsoc2013-dfighter
dfighter1985 11 years ago
parent 3a84270a84
commit 709c54e485

@ -1374,7 +1374,7 @@ namespace NL3D
ss << "vec4 texel0 = texture2D( sampler0, texCoord0 );" << std::endl; ss << "vec4 texel0 = texture2D( sampler0, texCoord0 );" << std::endl;
ss << "vec4 texel1 = textureCube( sampler1, cubeTexCoords );" << std::endl; ss << "vec4 texel1 = textureCube( sampler1, cubeTexCoords );" << std::endl;
ss << "vec4 texel;" << std::endl; ss << "vec4 texel;" << std::endl;
ss << "texel.rgb = texel0.rgb * diffuseColor;" << std::endl; ss << "texel.rgb = texel0.rgb * diffuseColor.rgb;" << std::endl;
ss << "texel.a = texel0.a;" << std::endl; ss << "texel.a = texel0.a;" << std::endl;
ss << "texel.rgb = texel1.rgb * texel.a + texel.rgb;" << std::endl; ss << "texel.rgb = texel1.rgb * texel.a + texel.rgb;" << std::endl;
ss << "texel.a = texel1.a;" << std::endl; ss << "texel.a = texel1.a;" << std::endl;

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