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bugfix #1066

texcoord connector on the vertexshader to avoid link time error
Anis 10 years ago
parent
commit
1751e60734
1 changed files with 15 additions and 1 deletions
  1. 15 1
      Engine/source/shaderGen/GLSL/pixSpecularGLSL.cpp

+ 15 - 1
Engine/source/shaderGen/GLSL/pixSpecularGLSL.cpp

@@ -111,6 +111,20 @@ ShaderFeature::Resources PixelSpecularGLSL::getResources( const MaterialFeatureD
    return res;
    return res;
 }
 }
 
 
+void SpecularMapGLSL::processVert(Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd)
+{
+   MultiLine *meta = new MultiLine;
+
+   // Add the texture coords.
+   getOutTexCoord("texCoord",
+     "vec2",
+      true,
+      fd.features[MFT_TexAnim],
+      meta,
+      componentList);
+
+   output = meta;
+}
 
 
 void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
 void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd )
 {
 {
@@ -150,4 +164,4 @@ void SpecularMapGLSL::setTexData( Material::StageData &stageDat,
       passData.mSamplerNames[ texIndex ] = "specularMap";
       passData.mSamplerNames[ texIndex ] = "specularMap";
       passData.mTexSlot[ texIndex++ ].texObject = tex;
       passData.mTexSlot[ texIndex++ ].texObject = tex;
    }
    }
-}
+}