From d02c69111b97966aa463f2aa2bf1e4cda8c3230e Mon Sep 17 00:00:00 2001 From: Atlante45 Date: Fri, 26 Jun 2015 16:55:48 -0700 Subject: [PATCH] Fix compile error in text shader --- .../src/RenderableWebEntityItem.cpp | 6 ++++-- libraries/render-utils/src/sdf_text3D.slf | 12 +++--------- 2 files changed, 7 insertions(+), 11 deletions(-) diff --git a/libraries/entities-renderer/src/RenderableWebEntityItem.cpp b/libraries/entities-renderer/src/RenderableWebEntityItem.cpp index 88cd199976..cf602971c2 100644 --- a/libraries/entities-renderer/src/RenderableWebEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableWebEntityItem.cpp @@ -177,12 +177,14 @@ void RenderableWebEntityItem::render(RenderArgs* args) { Q_ASSERT(args->_batch); gpu::Batch& batch = *args->_batch; batch.setModelTransform(getTransformToCenter()); + bool textured = false, culled = false, emissive = false; if (_texture) { batch._glActiveTexture(GL_TEXTURE0); batch._glBindTexture(GL_TEXTURE_2D, _texture); + textured = emissive = true; } - static const bool textured = true, culled = false, emmissive = true; - DependencyManager::get()->bindSimpleProgram(batch, textured, culled, emmissive); + + DependencyManager::get()->bindSimpleProgram(batch, textured, culled, emissive); DependencyManager::get()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f)); } diff --git a/libraries/render-utils/src/sdf_text3D.slf b/libraries/render-utils/src/sdf_text3D.slf index e22eba8ff5..d9972417ba 100644 --- a/libraries/render-utils/src/sdf_text3D.slf +++ b/libraries/render-utils/src/sdf_text3D.slf @@ -10,8 +10,6 @@ // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html -<@include DeferredBufferWrite.slh@> - uniform sampler2D Font; uniform bool Outline; uniform vec4 Color; @@ -48,11 +46,7 @@ void main() { } // final color - packDeferredFragmentLightmap( - normalize(interpolatedNormal.xyz), - glowIntensity * texel.a, - gl_Color.rgb, - gl_FrontMaterial.specular.rgb, - gl_FrontMaterial.shininess, - Color.rgb); + gl_FragData[0] = vec4(Color.rgb, Color.a * a); + gl_FragData[1] = vec4(normalize(interpolatedNormal.xyz), 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5); + gl_FragData[2] = vec4(Color.rgb, gl_FrontMaterial.shininess / 128.0); } \ No newline at end of file