Grass mat should use glossmap too
This commit is contained in:
@@ -146,7 +146,7 @@ struct GrassMat
|
||||
static const std::vector<size_t> SecondPassTextures;
|
||||
};
|
||||
|
||||
const std::vector<size_t> GrassMat::FirstPassTextures = { 0 };
|
||||
const std::vector<size_t> GrassMat::FirstPassTextures = { 0, 1 };
|
||||
const std::vector<size_t> GrassMat::SecondPassTextures = { 0, 1 };
|
||||
|
||||
struct NormalMat
|
||||
|
||||
@@ -787,7 +787,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
|
||||
AssignUniforms("ModelMatrix", "InverseModelMatrix", "windDir");
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
AssignSamplerNames(Program, 0, "tex", 1, "glosstex");
|
||||
}
|
||||
|
||||
NormalMapShader::NormalMapShader()
|
||||
@@ -832,7 +832,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectref_pass1.frag").c_str());
|
||||
AssignUniforms("windDir");
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
AssignSamplerNames(Program, 0, "tex", 1, "glosstex");
|
||||
}
|
||||
|
||||
InstancedNormalMapShader::InstancedNormalMapShader()
|
||||
|
||||
@@ -65,7 +65,7 @@ public:
|
||||
ObjectRefPass1Shader();
|
||||
};
|
||||
|
||||
class GrassPass1Shader : public ShaderHelperSingleton<GrassPass1Shader, core::matrix4, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
class GrassPass1Shader : public ShaderHelperSingleton<GrassPass1Shader, core::matrix4, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
GrassPass1Shader();
|
||||
@@ -89,7 +89,7 @@ public:
|
||||
InstancedObjectRefPass1Shader();
|
||||
};
|
||||
|
||||
class InstancedGrassPass1Shader : public ShaderHelperSingleton<InstancedGrassPass1Shader, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
|
||||
class InstancedGrassPass1Shader : public ShaderHelperSingleton<InstancedGrassPass1Shader, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedGrassPass1Shader();
|
||||
|
||||
Reference in New Issue
Block a user