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
3.0
rem..om 14 years ago
parent 5491f0b749
commit 29a4e7e01c
  1. 14
      engine/src/core-data/Common/MatDefs/Light/Glow.frag
  2. 2
      engine/src/core-data/Common/MatDefs/Misc/Unshaded.frag

@ -1,4 +1,10 @@
varying vec2 texCoord;
#if defined(NEED_TEXCOORD1)
varying vec2 texCoord1;
#else
varying vec2 texCoord;
#endif
#ifdef HAS_GLOWMAP
uniform sampler2D m_GlowMap;
@ -12,7 +18,11 @@ varying vec2 texCoord;
void main(){
#ifdef HAS_GLOWMAP
gl_FragColor = texture2D(m_GlowMap, texCoord);
#if defined(NEED_TEXCOORD1)
gl_FragColor = texture2D(m_GlowMap, texCoord1);
#else
gl_FragColor = texture2D(m_GlowMap, texCoord);
#endif
#else
#ifdef HAS_GLOWCOLOR
gl_FragColor = m_GlowColor;

@ -1,6 +1,6 @@
uniform vec4 m_Color;
#if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPERATE_TEXCOORD))
#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPERATE_TEXCOORD))
#define NEED_TEXCOORD1
#endif

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