Fix error in vertex shader compiler - no uniform called u_matambient

This commit is contained in:
Henrik Rydgard 2013-02-04 23:32:15 +01:00
parent d16c6407d9
commit 5c5f6ef165
2 changed files with 1 additions and 2 deletions

View File

@ -292,7 +292,7 @@ void GenerateVertexShader(int prim, char *buffer) {
}
// TODO: Declare variables for dots for shade mapping if needed.
const char *ambient = (gstate.materialupdate & 1) ? (hasColor ? "a_color0" : "u_matambientalpha") : "vec4(u_matambient, 1.0)";
const char *ambient = (gstate.materialupdate & 1) ? (hasColor ? "a_color0" : "u_matambientalpha") : "u_matambientalpha";
const char *diffuse = (gstate.materialupdate & 2) ? "unlitColor" : "u_matdiffuse";
const char *specular = (gstate.materialupdate & 4) ? "unlitColor" : "u_matspecular.rgb";

View File

@ -251,7 +251,6 @@ struct GPUStateCache
float vpWidth;
float vpHeight;
u32 getRelativeAddress(u32 data) const;
};