Fix vertex shader compilation

This commit is contained in:
BeaR 2013-04-18 19:34:24 +02:00
parent de7c1ef327
commit 191199a8d0

View File

@ -381,7 +381,7 @@ void GenerateVertexShader(int prim, char *buffer) {
WRITE(p, " if (dot%i > 0.0)\n", i);
WRITE(p, " lightSum1 += u_lightspecular%i * %s * (pow(dot%i, u_matspecular.a) * lightScale%i);\n", i, specular, i, i);
}
WRITE(p, " lightSum0 += vec4((u_lightambient%i * %s + diffuse%i)*lightScale%i, 0.0);\n", i, ambient, i, i);
WRITE(p, " lightSum0 += vec4((u_lightambient%i * %s.rgb + diffuse%i)*lightScale%i, 0.0);\n", i, ambient, i, i);
}
if (gstate.isLightingEnabled()) {