parent
643c705357
commit
91c09087f6
|
@ -166,7 +166,6 @@ RenderContext::drawGroup(const Mesh::PrimitiveGroup& group)
|
|||
{
|
||||
glEnable(GL_POINT_SPRITE);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
|
||||
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
|
||||
}
|
||||
|
||||
|
|
|
@ -2236,7 +2236,7 @@ ShaderManager::buildFragmentShader(const ShaderProperties& props)
|
|||
if (props.texUsage & ShaderProperties::DiffuseTexture)
|
||||
{
|
||||
if (props.texUsage & ShaderProperties::PointSprite)
|
||||
source += "color = texture2D(diffTex, gl_TexCoord[0].st);\n";
|
||||
source += "color = texture2D(diffTex, gl_PointCoord);\n";
|
||||
else
|
||||
source += "color = texture2D(diffTex, " + diffTexCoord + ".st);\n";
|
||||
}
|
||||
|
@ -2811,7 +2811,10 @@ ShaderManager::buildEmissiveFragmentShader(const ShaderProperties& props)
|
|||
|
||||
if (props.texUsage & ShaderProperties::DiffuseTexture)
|
||||
{
|
||||
source += " gl_FragColor = " + colorSource + " * texture2D(diffTex, gl_TexCoord[0].st);\n";
|
||||
if (props.texUsage & ShaderProperties::PointSprite)
|
||||
source += " gl_FragColor = " + colorSource + " * texture2D(diffTex, gl_PointCoord);\n";
|
||||
else
|
||||
source += " gl_FragColor = " + colorSource + " * texture2D(diffTex, gl_TexCoord[0].st);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2882,14 +2885,6 @@ ShaderManager::buildParticleVertexShader(const ShaderProperties& props)
|
|||
source << " float brightness = 1.0;\n";
|
||||
#endif
|
||||
|
||||
// Optional texture coordinates (generated automatically for point
|
||||
// sprites.)
|
||||
if ((props.texUsage & ShaderProperties::DiffuseTexture) &&
|
||||
!(props.texUsage & ShaderProperties::PointSprite))
|
||||
{
|
||||
source << " gl_TexCoord[0].st = " << TexCoord2D(0) << ";\n";
|
||||
}
|
||||
|
||||
// Set the color. Should *always* use vertex colors for color and opacity.
|
||||
source << " gl_FrontColor = gl_Color * brightness;\n";
|
||||
|
||||
|
@ -2958,7 +2953,7 @@ ShaderManager::buildParticleFragmentShader(const ShaderProperties& props)
|
|||
|
||||
if (props.texUsage & ShaderProperties::DiffuseTexture)
|
||||
{
|
||||
source << " gl_FragColor = gl_Color * texture2D(diffTex, gl_TexCoord[0].st);\n";
|
||||
source << " gl_FragColor = gl_Color * texture2D(diffTex, gl_PointCoord);\n";
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue