Grass mat should use glossmap too

This commit is contained in:
Vincent Lejeune
2014-10-08 00:50:18 +02:00
parent 17fd8df935
commit 5b2d334b8c
3 changed files with 5 additions and 5 deletions

View File

@@ -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

View File

@@ -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()

View File

@@ -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();