fix GLSL compile error on cubemap lights with deferred rendering
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 4 Jan 2010 23:02:37 +0000 (23:02 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 4 Jan 2010 23:02:37 +0000 (23:02 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9779 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 200a33d..ddf5e60 100644 (file)
@@ -2588,8 +2588,8 @@ const char *builtincgshaderstring =
 "\n"
 "# ifdef USECUBEFILTER\n"
 "      float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
-"      gl_FragData0 *= cubecolor;\n"
-"      gl_FragData1 *= cubecolor;\n"
+"      gl_FragData0.rgb *= cubecolor;\n"
+"      gl_FragData1.rgb *= cubecolor;\n"
 "# endif\n"
 "}\n"
 "#endif // FRAGMENT_SHADER\n"