From: Mikko Rasa Date: Tue, 28 Aug 2012 08:30:30 +0000 (+0300) Subject: Fix color equations in the standard shaders X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=commitdiff_plain;h=01d2500733766710f4a11f49216a5b3dcc75a4a3;hp=a6c45f5cc50ea2ee2aecf8d4f3b69934e69c8f3f Fix color equations in the standard shaders The generated shader code assigned a scalar to a vec3 if lighting was enabled without texture or material. An unnecessary multiplication in the alpha equation with texture but no material was removed. Also fix texturing in the shader demo (Mesa does funny things with uniforms). --- diff --git a/demos/shaders.cpp b/demos/shaders.cpp index 27538e4e..1b9c6472 100644 --- a/demos/shaders.cpp +++ b/demos/shaders.cpp @@ -83,6 +83,7 @@ int main() } GL::ProgramData progdata; + progdata.uniform("texture", 0); progdata.uniform("normalmap", 1); GL::Lighting lighting; diff --git a/source/program.cpp b/source/program.cpp index f1120667..729018a1 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -79,9 +79,10 @@ const char *standard_fragment_src[] = "e", "\tvec4 reflection = textureCube(environment, n_normal*(dot(n_normal, v_eye_dir)*2.0)-v_eye_dir);\n", "t", "\tvec4 tex_sample = texture2D(texture, v_texcoord);\n", 0, "\tgl_FragColor.rgb = ", - "!t!l!m", "vec3(1.0)", + "!t!m", "vec3(1.0)", "t", "tex_sample.rgb", "l|mt", "*", + "l!m!t", "*", "!lm", "v_color.rgb", "l", "((l_diffuse", "lm", "*gl_FrontLightProduct[0].diffuse.rgb", @@ -94,10 +95,11 @@ const char *standard_fragment_src[] = "e", "+reflection.rgb*reflectivity", 0, ";\n", 0, "\tgl_FragColor.a = ", - "!m", "1.0", + "!t!m", "1.0", + "t", "tex_sample.a", + "tm", "*", "!lm", "v_color.a", "lm", "gl_FrontMaterial.diffuse.a", - "t", "*tex_sample.a", 0, ";\n", 0, "}\n", 0, 0