From Mike Weiblen, fixes to shaders to correct modification of varying types
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@ -26,9 +26,10 @@ char vertexShaderSource_simple[] =
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"{ \n"
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" gl_Vertex.z = gl_Vertex.x*coeff[0] + gl_Vertex.x*gl_Vertex.x* coeff[1] + \n"
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" gl_Vertex.y*coeff[2] + gl_Vertex.y*gl_Vertex.y* coeff[3]; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" vec4 vert = gl_Vertex; \n"
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" vert.z = gl_Vertex.x*coeff[0] + gl_Vertex.x*gl_Vertex.x* coeff[1] + \n"
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" gl_Vertex.y*coeff[2] + gl_Vertex.y*gl_Vertex.y* coeff[3]; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
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"}\n";
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@ -55,8 +56,9 @@ char vertexShaderSource_texture[] =
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"{ \n"
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" gl_Vertex.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.0001; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" vec4 vert = gl_Vertex; \n"
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" vert.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.0001; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
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"}\n";
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