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author | hwc487 | 2012-06-28 11:44:15 -0700 |
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committer | hwc487 | 2012-06-28 11:44:15 -0700 |
commit | 22cbc9644b79df60b3f6336f9563debd47fb3ea1 (patch) | |
tree | f32687a920a039e0f048fab74627e0dc4ad6a8f1 /assets/shaders/test_fshader_full.glsl | |
parent | 2ebf3e3ea24d0d580575dfa13d31588dac1de445 (diff) | |
download | ninja-22cbc9644b79df60b3f6336f9563debd47fb3ea1.tar.gz |
Added capability to split a mesh into multiiple parts to avoid buffer overflow situations.
Diffstat (limited to 'assets/shaders/test_fshader_full.glsl')
-rwxr-xr-x | assets/shaders/test_fshader_full.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/assets/shaders/test_fshader_full.glsl b/assets/shaders/test_fshader_full.glsl index ef721b39..0ea3cf1b 100755 --- a/assets/shaders/test_fshader_full.glsl +++ b/assets/shaders/test_fshader_full.glsl | |||
@@ -38,7 +38,7 @@ varying vec3 vEyePos; | |||
38 | 38 | ||
39 | void main() | 39 | void main() |
40 | { | 40 | { |
41 | vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); | 41 | vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, 1.0 - vECPos.w)).rgb, 1.0); |
42 | 42 | ||
43 | // normal mapping | 43 | // normal mapping |
44 | vec3 normal = normalize(vNormal.xyz); | 44 | vec3 normal = normalize(vNormal.xyz); |