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fix vertex blend data
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_vertex_blend.h
diff --git
a/shaders/scene_vertex_blend.h
b/shaders/scene_vertex_blend.h
index 2cc345b6c95768a7ff6d9b82f9d3764d84f5bba3..c5206d125dc08e4667b78b26644aaeb4878a45a7 100644
(file)
--- a/
shaders/scene_vertex_blend.h
+++ b/
shaders/scene_vertex_blend.h
@@
-477,7
+477,7
@@
static struct vg_shader _shader_scene_vertex_blend = {
" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
"\n"
" // Colour blending\n"
" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
"\n"
" // Colour blending\n"
-" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.3
2
0;\n"
+" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.3
8
0;\n"
" vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
"\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
" vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
"\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
@@
-489,7
+489,7
@@
static struct vg_shader _shader_scene_vertex_blend = {
" }\n"
"\n"
" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
" }\n"
"\n"
" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-" oColour = vec4(v
frag
, 1.0);\n"
+" oColour = vec4(v
ec3(aNorm.w)
, 1.0);\n"
"}\n"
""},
};
"}\n"
""},
};