replace the model.frag and model.vert files from resource by the sl version of the shaders

This commit is contained in:
Sam Gateau 2014-12-25 19:57:27 -08:00
parent 7ea9f92492
commit 6628f7b811
2 changed files with 6 additions and 9 deletions

View file

@ -235,8 +235,8 @@ void Model::initJointTransforms() {
void Model::init() {
if (!_program.isLinked()) {
_program.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model.vert");
_program.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model.frag");
_program.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initProgram(_program, _locations);
@ -247,8 +247,7 @@ void Model::init() {
initProgram(_normalMapProgram, _normalMapLocations);
_specularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model.vert");
_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_specularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_specular_map.frag");
@ -261,8 +260,7 @@ void Model::init() {
initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
_translucentProgram.addShaderFromSourceFile(QGLShader::Vertex,
PathUtils::resourcesPath() + "shaders/model.vert");
_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
_translucentProgram.addShaderFromSourceFile(QGLShader::Fragment,
PathUtils::resourcesPath() + "shaders/model_translucent.frag");
@ -302,7 +300,7 @@ void Model::init() {
PathUtils::resourcesPath() + "shaders/model_shadow.frag");
_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/skin_model.vert");
_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model.frag");
_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
initSkinProgram(_skinProgram, _skinLocations);

View file

@ -23,8 +23,7 @@ void main(void) {
normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
// pass along the diffuse color
// gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
gl_FrontColor = gl_Color;
gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);