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in-pass-shadows: use glsllib extension

Kirill Vainer 7 年之前
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5f66eeacb4

+ 1 - 1
jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag

@@ -2,7 +2,7 @@
 #import "Common/ShaderLib/PBR.glsllib"
 #import "Common/ShaderLib/Parallax.glsllib"
 #import "Common/ShaderLib/Lighting.glsllib"
-#import "Common/ShaderLib/InPassShadows.glsl"
+#import "Common/ShaderLib/InPassShadows.glsllib"
 
 varying vec2 texCoord;
 #ifdef SEPARATE_TEXCOORD

+ 1 - 1
jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.vert

@@ -1,7 +1,7 @@
 #import "Common/ShaderLib/GLSLCompat.glsllib"
 #import "Common/ShaderLib/Instancing.glsllib"
 #import "Common/ShaderLib/Skinning.glsllib"
-#import "Common/ShaderLib/InPassShadows.glsl"
+#import "Common/ShaderLib/InPassShadows.glsllib"
 
 
 uniform vec4 m_BaseColor;

+ 1 - 1
jme3-core/src/main/resources/Common/MatDefs/Light/StaticLighting.frag

@@ -1,6 +1,6 @@
 #import "Common/ShaderLib/GLSLCompat.glsllib"
 #import "Common/ShaderLib/Lighting.glsllib"
-#import "Common/ShaderLib/InPassShadows.glsl"
+#import "Common/ShaderLib/InPassShadows.glsllib"
 #import "Common/ShaderLib/PBR.glsllib"
 
 #ifndef NUM_DIR_LIGHTS

+ 1 - 1
jme3-core/src/main/resources/Common/MatDefs/Light/StaticLighting.vert

@@ -1,7 +1,7 @@
 #import "Common/ShaderLib/GLSLCompat.glsllib"
 #import "Common/ShaderLib/Skinning.glsllib"
 #import "Common/ShaderLib/Instancing.glsllib"
-#import "Common/ShaderLib/InPassShadows.glsl"
+#import "Common/ShaderLib/InPassShadows.glsllib"
 
 attribute vec3 inPosition;
 attribute vec3 inNormal;

+ 0 - 0
jme3-core/src/main/resources/Common/ShaderLib/InPassShadows.glsl → jme3-core/src/main/resources/Common/ShaderLib/InPassShadows.glsllib