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Fixed shader compilation failure when using glow map and unshaded material

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7539 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
rem..om 14 lat temu
rodzic
commit
29a4e7e01c

+ 12 - 2
engine/src/core-data/Common/MatDefs/Light/Glow.frag

@@ -1,4 +1,10 @@
-varying vec2 texCoord;
+
+#if defined(NEED_TEXCOORD1) 
+    varying vec2 texCoord1;
+#else 
+    varying vec2 texCoord;
+#endif
+
 
 #ifdef HAS_GLOWMAP
   uniform sampler2D m_GlowMap;
@@ -12,7 +18,11 @@ varying vec2 texCoord;
 void main(){
    
     #ifdef HAS_GLOWMAP
-        gl_FragColor = texture2D(m_GlowMap, texCoord);
+        #if defined(NEED_TEXCOORD1) 
+           gl_FragColor = texture2D(m_GlowMap, texCoord1);
+        #else 
+           gl_FragColor = texture2D(m_GlowMap, texCoord);
+        #endif
     #else
         #ifdef HAS_GLOWCOLOR
             gl_FragColor =  m_GlowColor;

+ 1 - 1
engine/src/core-data/Common/MatDefs/Misc/Unshaded.frag

@@ -1,6 +1,6 @@
 uniform vec4 m_Color;
 
-#if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPERATE_TEXCOORD))
+#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPERATE_TEXCOORD))
     #define NEED_TEXCOORD1
 #endif