Fixed shader compilation failure when using glow map and unshaded material
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7539 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -1,4 +1,10 @@
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varying vec2 texCoord;
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#if defined(NEED_TEXCOORD1)
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varying vec2 texCoord1;
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#else
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varying vec2 texCoord;
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#endif
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#ifdef HAS_GLOWMAP
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#ifdef HAS_GLOWMAP
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uniform sampler2D m_GlowMap;
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uniform sampler2D m_GlowMap;
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@ -12,7 +18,11 @@ varying vec2 texCoord;
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void main(){
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void main(){
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#ifdef HAS_GLOWMAP
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#ifdef HAS_GLOWMAP
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gl_FragColor = texture2D(m_GlowMap, texCoord);
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#if defined(NEED_TEXCOORD1)
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gl_FragColor = texture2D(m_GlowMap, texCoord1);
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#else
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gl_FragColor = texture2D(m_GlowMap, texCoord);
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#endif
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#else
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#else
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#ifdef HAS_GLOWCOLOR
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#ifdef HAS_GLOWCOLOR
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gl_FragColor = m_GlowColor;
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gl_FragColor = m_GlowColor;
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@ -1,6 +1,6 @@
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uniform vec4 m_Color;
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uniform vec4 m_Color;
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#if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPERATE_TEXCOORD))
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#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPERATE_TEXCOORD))
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#define NEED_TEXCOORD1
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#define NEED_TEXCOORD1
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#endif
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#endif
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