From 42c8701b269e8b018856a18df4fc7bfe435bfbaa Mon Sep 17 00:00:00 2001 From: Andrzej Kapolka Date: Fri, 12 Sep 2014 17:36:58 -0700 Subject: [PATCH] Don't use gl_Color for skin. --- interface/resources/shaders/skin_model.vert | 2 +- interface/resources/shaders/skin_model_normal_map.vert | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/interface/resources/shaders/skin_model.vert b/interface/resources/shaders/skin_model.vert index 754467a449..5ab1029d2a 100644 --- a/interface/resources/shaders/skin_model.vert +++ b/interface/resources/shaders/skin_model.vert @@ -35,7 +35,7 @@ void main(void) { normal = normalize(gl_ModelViewMatrix * normal); // pass along the vertex color - gl_FrontColor = vec4(gl_Color.rgb, 0.0); + gl_FrontColor = vec4(1.0, 1.0, 1.0, 0.0); // and the texture coordinates gl_TexCoord[0] = gl_MultiTexCoord0; diff --git a/interface/resources/shaders/skin_model_normal_map.vert b/interface/resources/shaders/skin_model_normal_map.vert index 06b0a6359c..a8e33228a2 100644 --- a/interface/resources/shaders/skin_model_normal_map.vert +++ b/interface/resources/shaders/skin_model_normal_map.vert @@ -43,7 +43,7 @@ void main(void) { interpolatedTangent = gl_ModelViewMatrix * interpolatedTangent; // pass along the vertex color - gl_FrontColor = vec4(gl_Color.rgb, 0.0); + gl_FrontColor = vec4(1.0, 1.0, 1.0, 0.0); // and the texture coordinates gl_TexCoord[0] = gl_MultiTexCoord0;