Use correct pixel shader.

This commit is contained in:
NissimHadar 2018-02-28 11:05:02 -08:00
parent faad930e35
commit 5d7e6651a7

View file

@ -723,16 +723,16 @@ void initZPassPipelines(ShapePlumber& shapePlumber, gpu::StatePointer state) {
//Added for dual quaternions
auto skinModelShadowDualQuatVertex = skin_model_shadow_dq_vert::getShader();
gpu::ShaderPointer skinModelDualQuatProgram = gpu::Shader::createProgram(skinModelShadowDualQuatVertex, skinPixel);
gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skinModelShadowDualQuatVertex, skinPixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withoutFade(),
skinModelDualQuatProgram, state);
skinModelShadowDualQuatProgram, state);
auto skinModelShadowFadeDualQuatVertex = skin_model_shadow_fade_dq_vert::getShader();
gpu::ShaderPointer skinModelShadowDualQuatProgram = gpu::Shader::createProgram(skinModelShadowFadeDualQuatVertex, skinPixel);
gpu::ShaderPointer skinModelShadowFadeDualQuatProgram = gpu::Shader::createProgram(skinModelShadowFadeDualQuatVertex, skinFadePixel);
shapePlumber.addPipeline(
ShapeKey::Filter::Builder().withSkinned().withDualQuatSkinned().withFade(),
skinModelShadowDualQuatProgram, state);
skinModelShadowFadeDualQuatProgram, state);
}
#include "RenderPipelines.h"