From 2b631efb5d25e7231c5b48f04d948b381a5ca0bb Mon Sep 17 00:00:00 2001 From: samcake Date: Fri, 1 May 2015 00:21:58 -0700 Subject: [PATCH] shader not compiling properly have been fixed --- .../render-utils/src/model_normal_map.slv | 28 +++++++++---------- libraries/render-utils/src/skin_model.slv | 2 +- 2 files changed, 15 insertions(+), 15 deletions(-) diff --git a/libraries/render-utils/src/model_normal_map.slv b/libraries/render-utils/src/model_normal_map.slv index e702b446b8..2f493053dd 100755 --- a/libraries/render-utils/src/model_normal_map.slv +++ b/libraries/render-utils/src/model_normal_map.slv @@ -1,5 +1,5 @@ -<@include gpu/Config.slh@> -<$VERSION_HEADER$> +<@include gpu/Config.slh@> +<$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // model.vert @@ -12,9 +12,9 @@ // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // -<@include gpu/Transform.slh@> - -<$declareStandardTransform()$> +<@include gpu/Transform.slh@> + +<$declareStandardTransform()$> const int MAX_TEXCOORDS = 2; @@ -29,7 +29,7 @@ varying vec4 interpolatedNormal; // the interpolated tangent varying vec4 interpolatedTangent; -varying vec3 color; +varying vec3 color; void main(void) { // transform and store the normal and tangent for interpolation @@ -42,13 +42,13 @@ void main(void) { // and the texture coordinates gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0); - // standard transform - TransformCamera cam = getTransformCamera(); - TransformObject obj = getTransformObject(); - <$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$> - <$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$> - <$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$> - - interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0); + // standard transform + TransformCamera cam = getTransformCamera(); + TransformObject obj = getTransformObject(); + <$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$> + <$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$> + <$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$> + + interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0); interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0); } diff --git a/libraries/render-utils/src/skin_model.slv b/libraries/render-utils/src/skin_model.slv index fdde2e8295..c94fc0d151 100755 --- a/libraries/render-utils/src/skin_model.slv +++ b/libraries/render-utils/src/skin_model.slv @@ -32,7 +32,7 @@ varying vec3 color; void main(void) { vec4 position = vec4(0.0, 0.0, 0.0, 0.0); - normal = vec4(0.0, 0.0, 0.0, 0.0); + interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0); for (int i = 0; i < INDICES_PER_VERTEX; i++) { mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])]; float clusterWeight = clusterWeights[i];