"varying vec3 v_texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = gl_ProjectionMatrix*vec4(mat3(gl_ModelViewMatrix)*gl_Vertex.xyz, 1.0);\n"
"varying vec3 v_texcoord;\n"
"void main()\n"
"{\n"
" gl_Position = gl_ProjectionMatrix*vec4(mat3(gl_ModelViewMatrix)*gl_Vertex.xyz, 1.0);\n"
- " return mix(texture2D(texture1, coord*3), texture2D(texture2, coord), v_ground_type);\n"
+ " return mix(texture2D(texture1, coord*3.0), texture2D(texture2, coord), v_ground_type);\n"
- " return mix(texture2D(normalmap1, coord*3), texture2D(normalmap2, coord), v_ground_type);\n"
+ " return mix(texture2D(normalmap1, coord*3.0).rgb, texture2D(normalmap2, coord).rgb, v_ground_type);\n"
- " return gl_ModelViewMatrix*vec4(mix(vertex, sphere_coord, spherify), 1.0);\n"
+ " return gl_ModelViewMatrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n"
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
if(options.window_opts.fullscreen)
window.show_cursor(false);
window.signal_close.connect(sigc::bind(sigc::mem_fun(this, &DesertPillars::exit), 0));
if(options.window_opts.fullscreen)
window.show_cursor(false);