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Commit d0b5a521 authored by David Parks's avatar David Parks
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SH-2244 Make emissive attribute match actual number of components coming in

parent 328cf0d1
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...@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix; ...@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position; ATTRIBUTE vec3 position;
ATTRIBUTE float texture_index; ATTRIBUTE float texture_index;
ATTRIBUTE float emissive; ATTRIBUTE vec4 emissive;
ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye); void calcAtmospherics(vec3 inPositionEye);
...@@ -57,7 +57,7 @@ void main() ...@@ -57,7 +57,7 @@ void main()
calcAtmospherics(pos.xyz); calcAtmospherics(pos.xyz);
vertex_color = vec4(0,0,0,emissive); vertex_color = emissive;
fog_depth = pos.z; fog_depth = pos.z;
} }
...@@ -28,7 +28,7 @@ uniform mat4 texture_matrix0; ...@@ -28,7 +28,7 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix; uniform mat4 modelview_matrix;
ATTRIBUTE vec3 position; ATTRIBUTE vec3 position;
ATTRIBUTE float emissive; ATTRIBUTE vec4 emissive;
ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color; VARYING vec4 vertex_color;
...@@ -50,7 +50,7 @@ void main() ...@@ -50,7 +50,7 @@ void main()
calcAtmospherics(pos.xyz); calcAtmospherics(pos.xyz);
vertex_color = vec4(0,0,0,emissive); vertex_color = emissive;
gl_Position = projection_matrix*vec4(pos, 1.0); gl_Position = projection_matrix*vec4(pos, 1.0);
......
...@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix; ...@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position; ATTRIBUTE vec3 position;
ATTRIBUTE float texture_index; ATTRIBUTE float texture_index;
ATTRIBUTE float emissive; ATTRIBUTE vec4 emissive;
ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color; VARYING vec4 vertex_color;
...@@ -50,7 +50,7 @@ void main() ...@@ -50,7 +50,7 @@ void main()
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
calcAtmospherics(pos.xyz); calcAtmospherics(pos.xyz);
vertex_color = vec4(0,0,0,emissive); vertex_color = emissive;
fog_depth = pos.z; fog_depth = pos.z;
} }
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