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Fix deferred-tree shader compilation

This commit is contained in:
Emilian Huminiuc 2012-04-09 18:06:01 +02:00 committed by Christian Schmitt
parent b857fb2d7c
commit 3737279b71

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@ -15,7 +15,7 @@ void main() {
float emission = 0.0;
// Normal is straight towards the viewer.
vec3 normal2 = (0.0, 0.0, 0.0);
vec3 normal2 = vec3(0.0, 0.0, 0.0);
gl_FragData[0] = vec4( 0.5, 0.5, 0.0, 1.0 );
gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );