This commit is contained in:
Ian Curtis 2017-04-05 19:32:01 +00:00
parent edfb521a9b
commit 101e43213e
2 changed files with 3 additions and 4 deletions

View file

@ -1,7 +1,6 @@
#ifndef _MODEL_H_ #ifndef _MODEL_H_
#define _MODEL_H_ #define _MODEL_H_
#include "Types.h"
#include <vector> #include <vector>
#include <unordered_map> #include <unordered_map>
#include <map> #include <map>

View file

@ -37,7 +37,7 @@ static const char *fragmentShaderR3D =
"uniform bool microTexture;\n" "uniform bool microTexture;\n"
"uniform float microTextureScale;\n" "uniform float microTextureScale;\n"
"uniform vec2 baseTexSize;\n" "uniform vec2 baseTexSize;\n"
"uniform bool texureInverted;\n" "uniform bool textureInverted;\n"
"uniform bool alphaTest;\n" "uniform bool alphaTest;\n"
"uniform bool textureAlpha;\n" "uniform bool textureAlpha;\n"
"uniform vec3 fogColour;\n" "uniform vec3 fogColour;\n"
@ -62,7 +62,7 @@ static const char *fragmentShaderR3D =
"{\n" "{\n"
"vec4 tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n" "vec4 tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
"if(texureInverted) {\n" "if(textureInverted) {\n"
"tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);\n" "tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);\n"
"}\n" "}\n"
@ -226,7 +226,7 @@ bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest"); m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale"); m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale");
m_locBaseTexSize = glGetUniformLocation(m_shaderProgram, "baseTexSize"); m_locBaseTexSize = glGetUniformLocation(m_shaderProgram, "baseTexSize");
m_locTextureInverted= glGetUniformLocation(m_shaderProgram, "texureInverted"); m_locTextureInverted= glGetUniformLocation(m_shaderProgram, "textureInverted");
m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity"); m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity"); m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");