"uniform sampler2D texture2;\n"
"uniform sampler2D normalmap2;\n"
"attribute float ground_type;\n"
- "fragment vec4 tex_sample = mix(texture2D(texture1, texture_coord*3.0), texture2D(texture2, texture_coord), ground_type);\n"
+ "fragment vec4 diffuse_sample = mix(texture2D(texture1, texture_coord*3.0), texture2D(texture2, texture_coord), ground_type);\n"
"fragment vec3 normal_sample = mix(texture2D(normalmap1, texture_coord*3.0).rgb, texture2D(normalmap2, texture_coord).rgb, ground_type);\n";
const char DesertPillars::cube_variables[] =
features.lighting = true;
features.shadow = true;
features.texture = true;
- features.normalmap = true;
+ features.normal_map = true;
features.custom = ground_variables;
GL::ProgramBuilder(features).add_shaders(ground_shprog);
ground_shprog.bind_attribute(7, "ground_type");