* GLSL spec allows having unset uniforms/attributes/varyings as long as they are not used in the shader, thus they are now always in scope

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9622 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
Sha..rd 12 years ago
parent dba5ba5851
commit 0a38ca0cf4
  1. 24
      engine/src/core-data/Common/MatDefs/Misc/Unshaded.frag
  2. 18
      engine/src/core-data/Common/MatDefs/Misc/Unshaded.vert

@ -1,27 +1,15 @@
uniform vec4 m_Color;
#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
#define NEED_TEXCOORD1
#endif
#ifdef HAS_COLORMAP
uniform sampler2D m_ColorMap;
#endif
#ifdef NEED_TEXCOORD1
varying vec2 texCoord1;
#endif
uniform vec4 m_Color;
uniform sampler2D m_ColorMap;
uniform sampler2D m_LightMap;
#ifdef HAS_LIGHTMAP
uniform sampler2D m_LightMap;
#ifdef SEPARATE_TEXCOORD
varying vec2 texCoord2;
#endif
#endif
varying vec2 texCoord1;
varying vec2 texCoord2;
#ifdef HAS_VERTEXCOLOR
varying vec4 vertColor;
#endif
varying vec4 vertColor;
void main(){
vec4 color = vec4(1.0);

@ -5,20 +5,14 @@ attribute vec3 inPosition;
#define NEED_TEXCOORD1
#endif
#ifdef NEED_TEXCOORD1
attribute vec2 inTexCoord;
varying vec2 texCoord1;
#endif
attribute vec2 inTexCoord;
attribute vec2 inTexCoord2;
attribute vec4 inColor;
#ifdef SEPARATE_TEXCOORD
attribute vec2 inTexCoord2;
varying vec2 texCoord2;
#endif
varying vec2 texCoord1;
varying vec2 texCoord2;
#ifdef HAS_VERTEXCOLOR
attribute vec4 inColor;
varying vec4 vertColor;
#endif
varying vec4 vertColor;
void main(){
#ifdef NEED_TEXCOORD1

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