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Fix compile error in text shader
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27a1a55275
commit
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2 changed files with 7 additions and 11 deletions
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@ -177,12 +177,14 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
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Q_ASSERT(args->_batch);
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gpu::Batch& batch = *args->_batch;
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batch.setModelTransform(getTransformToCenter());
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bool textured = false, culled = false, emissive = false;
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if (_texture) {
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batch._glActiveTexture(GL_TEXTURE0);
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batch._glBindTexture(GL_TEXTURE_2D, _texture);
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textured = emissive = true;
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}
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static const bool textured = true, culled = false, emmissive = true;
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured, culled, emmissive);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured, culled, emissive);
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DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f));
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}
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@ -10,8 +10,6 @@
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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<@include DeferredBufferWrite.slh@>
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uniform sampler2D Font;
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uniform bool Outline;
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uniform vec4 Color;
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@ -48,11 +46,7 @@ void main() {
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}
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// final color
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packDeferredFragmentLightmap(
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normalize(interpolatedNormal.xyz),
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glowIntensity * texel.a,
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gl_Color.rgb,
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gl_FrontMaterial.specular.rgb,
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gl_FrontMaterial.shininess,
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Color.rgb);
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gl_FragData[0] = vec4(Color.rgb, Color.a * a);
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gl_FragData[1] = vec4(normalize(interpolatedNormal.xyz), 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
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gl_FragData[2] = vec4(Color.rgb, gl_FrontMaterial.shininess / 128.0);
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}
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