Backout OpenGL 2.1 compatibility attempt
parent
e6c2a76529
commit
559934705f
|
|
@ -60,10 +60,14 @@ VARYING vec3 vary_ambient;
|
|||
VARYING vec3 vary_directional;
|
||||
VARYING vec3 vary_fragcoord;
|
||||
VARYING vec3 vary_position;
|
||||
VARYING vec4 vary_pointlight_col;
|
||||
VARYING vec3 vary_pointlight_col;
|
||||
VARYING vec2 vary_texcoord0;
|
||||
VARYING vec3 vary_norm;
|
||||
|
||||
#ifdef USE_VERTEX_COLOR
|
||||
VARYING vec4 vertex_color;
|
||||
#endif
|
||||
|
||||
uniform vec4 light_position[8];
|
||||
uniform vec3 light_direction[8];
|
||||
uniform vec3 light_attenuation[8];
|
||||
|
|
@ -212,7 +216,7 @@ void main()
|
|||
diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
|
||||
|
||||
#ifdef USE_VERTEX_COLOR
|
||||
float vertex_color_alpha = vary_pointlight_col.a;
|
||||
float vertex_color_alpha = vertex_color.a;
|
||||
#else
|
||||
float vertex_color_alpha = 1.0;
|
||||
#endif
|
||||
|
|
@ -221,7 +225,7 @@ void main()
|
|||
|
||||
vec3 l = light_position[0].xyz;
|
||||
vec3 dlight = calcDirectionalLight(normal, l) * 2.6;
|
||||
dlight = dlight * vary_directional.rgb * vary_pointlight_col.rgb;
|
||||
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
|
||||
|
||||
#if HAS_SHADOW
|
||||
vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
|
||||
|
|
@ -246,7 +250,7 @@ void main()
|
|||
LIGHT_LOOP(6)
|
||||
LIGHT_LOOP(7)
|
||||
|
||||
color.rgb += diff.rgb * vary_pointlight_col.rgb * col.rgb;
|
||||
color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
|
||||
|
||||
frag_color = color;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -69,8 +69,11 @@ VARYING vec3 vary_ambient;
|
|||
VARYING vec3 vary_directional;
|
||||
VARYING vec3 vary_fragcoord;
|
||||
VARYING vec3 vary_position;
|
||||
VARYING vec4 vary_pointlight_col;
|
||||
VARYING vec3 vary_pointlight_col;
|
||||
|
||||
#ifdef USE_VERTEX_COLOR
|
||||
VARYING vec4 vertex_color;
|
||||
#endif
|
||||
|
||||
VARYING vec2 vary_texcoord0;
|
||||
|
||||
|
|
@ -183,9 +186,9 @@ void main()
|
|||
|
||||
|
||||
|
||||
vary_pointlight_col.rgb = diff;
|
||||
vary_pointlight_col.a = col.a;
|
||||
vary_pointlight_col = diff;
|
||||
|
||||
|
||||
col.rgb = vec3(0,0,0);
|
||||
|
||||
// Add windlight lights
|
||||
|
|
@ -197,7 +200,9 @@ void main()
|
|||
|
||||
col.rgb = col.rgb*diff.rgb;
|
||||
|
||||
|
||||
#ifdef USE_VERTEX_COLOR
|
||||
vertex_color = col;
|
||||
#endif
|
||||
|
||||
#ifdef HAS_SKIN
|
||||
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
|
||||
|
|
|
|||
|
|
@ -441,7 +441,7 @@ list OpenGLPre15
|
|||
RenderVBOEnable 1 0
|
||||
|
||||
list OpenGLPre30
|
||||
RenderDeferred 1 0
|
||||
RenderDeferred 0 0
|
||||
RenderMaxTextureIndex 1 1
|
||||
|
||||
list Intel
|
||||
|
|
|
|||
Loading…
Reference in New Issue