From Mike Weiblen, "fix for another one of those GLSL syntax errors that slip thru the nvidia compiler.

gl_TexCoord[] is an array of vec4, and must be reduced to a vec2 for use with texture2D()"
This commit is contained in:
Robert Osfield 2005-11-17 11:22:09 +00:00
parent 3c03e3c24c
commit 74f90ed9a4

View File

@ -283,7 +283,7 @@ char fragmentShaderSource_withBaseTexture[] =
"\n"
"void main(void) \n"
"{ \n"
" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0] ); \n"
" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0].xy ); \n"
" gl_FragColor = color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[1] ) * ambientBias.y); \n"
"}\n";