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Fix GLSL shader to only specify invariant gl_Position on the vertex shader, not the...
author
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 30 Aug 2017 04:29:14 +0000
(
04:29
+0000)
committer
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 30 Aug 2017 04:29:14 +0000
(
04:29
+0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12337
d7cf8633
-e32d-0410-b094-
e92efae38249
shader_glsl.h
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diff --git
a/shader_glsl.h
b/shader_glsl.h
index
f9be074
..
a69dbbc
100644
(file)
--- a/
shader_glsl.h
+++ b/
shader_glsl.h
@@
-37,7
+37,7
@@
"# endif\n",
"#endif\n",
"\n",
-"#if
defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES
)\n"
+"#if
(defined(GLSL120) || defined(GLSL130) || defined(GLSL140) || defined(GLES)) && defined(VERTEX_SHADER
)\n"
"invariant gl_Position; // fix for lighting polygons not matching base surface\n",
"# endif\n",
"#if defined(GLSL130) || defined(GLSL140)\n",