Don't out a interpolated color change

It will should be determined by colorization mask in fragment shader
This commit is contained in:
Benau 2016-12-23 11:33:48 +08:00
parent f7e2122b79
commit d932451295
6 changed files with 6 additions and 6 deletions

View File

@ -30,7 +30,7 @@ in vec4 misc_data;
out vec3 nor;
out vec2 uv;
out vec2 color_change;
flat out vec2 color_change;
#ifdef Use_Bindless_Texture
flat out sampler2D handle;
flat out sampler2D secondhandle;

View File

@ -14,7 +14,7 @@ flat in sampler2D thirdhandle;
#endif
in vec3 nor;
in vec2 uv;
in vec2 color_change;
flat in vec2 color_change;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"

View File

@ -39,7 +39,7 @@ out vec3 bitangent;
out vec2 uv;
out vec2 uv_bis;
out vec4 color;
out vec2 color_change;
flat out vec2 color_change;
#ifdef Use_Bindless_Texture
flat out sampler2D handle;
flat out sampler2D secondhandle;

View File

@ -12,7 +12,7 @@ flat in sampler2D thirdhandle;
in vec2 uv;
in vec4 color;
in vec2 color_change;
flat in vec2 color_change;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"

View File

@ -11,7 +11,7 @@ flat in sampler2D thirdhandle;
#endif
in vec2 uv;
in vec4 color;
in vec2 color_change;
flat in vec2 color_change;
out vec4 FragColor;
#stk_include "utils/getLightFactor.frag"

View File

@ -39,7 +39,7 @@ out vec3 tangent;
out vec3 bitangent;
out vec2 uv;
out vec4 color;
out vec2 color_change;
flat out vec2 color_change;
#ifdef Use_Bindless_Texture
flat out sampler2D handle;
flat out sampler2D secondhandle;