From 4f411ccdb17fde1a2fa0e70794ee893e310ba9bc Mon Sep 17 00:00:00 2001 From: Vincent Lejeune Date: Tue, 26 Aug 2014 21:02:27 +0200 Subject: [PATCH] Fix spheremap shader --- src/graphics/shaders.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/src/graphics/shaders.cpp b/src/graphics/shaders.cpp index 60ecd3709..b43ba71bd 100644 --- a/src/graphics/shaders.cpp +++ b/src/graphics/shaders.cpp @@ -1016,11 +1016,10 @@ namespace MeshShader SphereMapShader::SphereMapShader() { Program = LoadProgram( - GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(), - GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(), + GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(), - GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectpass_spheremap.frag").c_str()); + GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str()); AssignUniforms("ModelMatrix", "InverseModelMatrix"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); @@ -1032,10 +1031,11 @@ namespace MeshShader InstancedSphereMapShader::InstancedSphereMapShader() { Program = LoadProgram( - GL_VERTEX_SHADER, file_manager->getAsset("shaders/in.vert").c_str(), + GL_VERTEX_SHADER, file_manager->getAsset("shaders/utils/getworldmatrix.vert").c_str(), + GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(), GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(), - GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str()); + GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectpass_spheremap.frag").c_str()); AssignUniforms(); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");