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Fix for Ati(? Mac?) not allowing writes to 'varying' in a fragment shader.

This commit is contained in:
James Turner 2012-04-04 17:11:58 +01:00
parent ddf0c576e9
commit 6d152cacc9

View file

@ -15,8 +15,9 @@ void main() {
float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
float shininess = gl_FrontMaterial.shininess;
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
ecNormal = (2.0 * gl_Color.a - 1.0) * ecNormal;
gl_FragData[0] = vec4( (ecNormal.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 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 );
}