Fixed varrying binding in the lighting shader

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7898 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent b1b389be57
commit e6c2653fe6
  1. 6
      engine/src/core-data/Common/MatDefs/Light/Lighting.frag

@ -47,14 +47,16 @@ varying vec4 SpecularSum;
uniform sampler2D m_ColorRamp; uniform sampler2D m_ColorRamp;
#endif #endif
uniform float m_AlphaDiscardThreshold; uniform float m_AlphaDiscardThreshold;
varying vec4 lightVec;
varying vec4 spotVec;
#ifndef VERTEX_LIGHTING #ifndef VERTEX_LIGHTING
uniform float m_Shininess; uniform float m_Shininess;
#ifdef HQ_ATTENUATION #ifdef HQ_ATTENUATION
uniform vec4 g_LightPosition; uniform vec4 g_LightPosition;
#endif #endif
varying vec4 lightVec;
varying vec4 spotVec;
#ifdef USE_REFLECTION #ifdef USE_REFLECTION
uniform float m_ReflectionPower; uniform float m_ReflectionPower;

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